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Basic Edition

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

16 THE PLAYER CHARACTERS


17 Attributes
19 Skills
24 Archetypes
29 Magic and Spells
32 Equipment
36 PLAYING THE GAME
36 Exploring the Fractured Dominion
42 Indoor Locations
52 Combat
58 BESTIARY
58 Vermin
62 Common Foes
66 Elite Foes
70 Tyrants
74 RESCUE PARTY
ALRED woke up with a sharp pain in the back of
his head. He opened his eyes to look around,
but in the light of his lantern he saw only
shadows flickering against the moldy walls of a
pit. His helmet lay safely on a pile of filth beside
him, but the frame of his bone shield had split
after softening his fall. Shaking his head, he
slowly rose to his feet inside the narrow pit.
After a moment of confusion, Alred
remembered what led him here. Following
weeks of searching after clues and rumors, he
had finally found the tomb of Kal-Tharas The
Bleak. He helped an old man from a backwater
Yarani town in exchange for being pointed in
the correct direction, and being told stories
about the man’s youth as a tomb raider. Along
the way he got slightly lost, which is the reason
he had picked up some help from the last
settlement he had visited (what was it, Ishran?
Eshrin?). His new guide was a young lad who
insisted he knew the area. Surprisingly, he had
only needed a couple of days to lead him to this
place, which was impressive enough that he
allowed the boy to come exploring with him
inside the tomb.
That had been his first mistake.
Still dazed by the fall, Alred picked the
lantern off the floor, and surveyed his situation.
If he was being honest, he was surprised to be
alive; these kinds of places were not famous for
being forgiving. He had heard horrific tales of
traps that would fill rooms with poisonous
fumes, killing you before you even realized
something was wrong... He had seen very
primitive but effective traps such as giant
boulders falling on top of comrades, or blades
rushing out from hidden holes in the wall... The
fact that he found himself in what appeared to
be a simple hole in the ground was almost
disappointing. If only the lad had been this
lucky...
They had been inside the cursed tomb for
what had felt like days, and Alred decided it was
time for a break. Stopping in what might have
been an embalming room, they cleared away
the rubble to share some cold rations while sitting in the shadows of their
lamps.
Ten minutes later, Alred felt it was time to move on. “Gather our stuff and
be ready to leave in five minutes, I need to take a piss”, he told the lad while he
exited the room. He was starting to like the kid; he was hard working and didn't
ask unnecessary questions.
Alred found a corner, relieved himself and tied his belt, heading back to the
8 room. “I think I know where we took the wrong turn, I-”, as he entered the
room, he immediately forgot what he was going to say. The lad was in a corner,
his back to the wall and hunting knife in hand. Looming over him was the kind
of abomination you pray only exists around a campfire. It was a monster of
vaguely anthropoid outline, but with a mass of feelers instead of a face. It had a
scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long
narrow tails protruding from its back. The
creature looked as large as two men, with the
low ceiling forcing it to crouch on all fours. This
didn't slow it at all. With prodigious speed, it
rushed towards the lad, enveloping him in its
face-tentacles. The kid stabbed it on the neck
several times, but it didn't seem to even notice.
Alred took his sword and charged forward
before he realized what he was doing, stabbing
the creature in the back. With a hiss, the
abomination snapped its tails at him, sending
him flying across the room. Free of distractions,
it focused its attention back on the kid, who
was struggling against the monster’s tentacles
to no avail. Alred shook his head and looked
around for his sword, which had slipped away
from him. He rolled towards it, picked it up, and
prepared to charge the creature again.
Before he could though, he stopped in his
tracks. Horror invaded his mind as he watched
the creature pin the boy to the wall, open its
tails, stab him all over, and begin sucking out his
innards. The poor kid could do nothing but look
over in disbelief, his face becoming paler as his
life-force drained away.
Alred wasn't sure what happened next; he
vaguely remembered running without any
sense of direction, simply trying to get away
from that thing. After running for what must
have been hours, he fell on his knees, unable to
take another step. From the ground he realized
that somehow, he could still see and looking
down at his hand saw that he was holding his
lantern. A small rational part of his mind must
have made him grab it before running away, or
maybe it was his survival instinct kicking in. Who
cares; the fact was that he had run away, leaving
the poor kid to die alone. He told himself it was 9
too late to help him anyway and that if he had
stayed, he would have died too. It didn't help.
Better to think of something else. What was
that thing? Plenty of horrors had crossed his
path, from those disgusting snake-people with
their unnatural tools to the unnerving clackering
of a swarm of bloodfeathers. He thought he
knew what kind of terrors Uzrun could throw at
him. He had of course heard the rumors and tales
of ancient beings, creatures beyond time and
space that pacted to serve the tyrants in honor of
the Primordial Ones. Those tales did not prepare
him for the bleak reality now before him.
He had risen from his knees to survey his
surroundings. It seemed he had run in a random
direction; this wasn't the way they had come in.
The walls seemed older, made from a different
kind of stone than the rest of the tunnels. There
was no point trying to retrace his steps, and he
wasn't sure he wanted to, anyway. He picked a
tunnel with a slight upwards inclination and
started walking.
It was then that he had fallen, swallowed by
a suddenly non-existent floor.
Too late to lament my past actions now, he
thought. He needed to look for a way out this
hole, to find an exit and escape the horrors of the
tomb. Ideally, he would be leaving with that relic, but he was going to require
extra help to do so.
While he was untying the rope wrapped around his waist, saved for just this
type of situation, he thought he heard some distant noise. Stopping to listen, he
held his breath. There it was, a distant, faint rumble. What was that? Was it the
creature, chasing after him? He really needed to get out of here.
With a loud rushing noise, he felt something begin pouring over him, in a
relentless cascade. It was so sudden and violent that the lamp was knocked out
of his hand. Was it...sand? It was! Sand was pouring from somewhere above
him, quickly filling in the hole. It seems the actual trap had been delayed, giving
him a few minutes. Minutes he had just spent thinking of how he got into this
situation, instead of getting himself out of it.
Things didn't look good; in a matter of seconds the sand had reached his
knees. He tried pulling his legs out but couldn't. Fighting against panic, he
remembered a tale about having to roll your body over if you got trapped in
10 quicksand. He lowered himself, trying to liberate at least one of his legs. The
tales hadn’t taken into consideration there may be tons of sand pouring over
your head while you are trying to free your legs...
Dread began to consume him entirely, the sand now imprisoning him from
the waist-down as he realized this is how all his endeavors would end, with a
series of bad decisions...
After a muffled scream for help, silence returned to the tomb once again.
THE FRACTURED
DOMINION
The Twilight. The Never Realm. after they are no longer needed, are
12 Uzrun's Husk. The Fractured the only constant; as soon as one is
Dominion is a place of many names, left behind, the threatening
as many and varied as the peoples silhouette of another can be seen in
who inhabit it. This is not a friendly the distance. People live in a
place; food is scarce, death comes perpetual state of terror, always in
swiftly and unexpectedly, and the fear of being taken away into one of
relentless winds have carved away these horrific structures never to be
most of the land's distinctive seen again. The masters of these
geographical features millennia ago, fortresses, generally known as
leaving only desolate planes and Tyrants, are beings of vast power.
dunes the color of old bones. Corrupted creatures that have struck
Nomadic tribes of different nations a deal with the terrible Primordial
roam these lands, with settlements Ones. For as long as anyone can
being rare and separated by vast remember, they have ruled over the
distances. land with fear, some of them (a very
In this place of eternal dusk, the few) with a semblance of control,
sun never truly sets or rises. A land of allowing a sliver of civilization to
perpetual shadow, the Fractured appear in small pockets. However,
Dominion is the only truly most of the land’s rulers are wholly
inhabitable area in Uzrun, the chaotic beasts, whose actions are so
demon-world. In the North lies a land far removed from normal human
of eternal sunshine and maddening behavior that they better resemble
heat; those who wander too deep forces of nature, with their wrath
into the Scorched Wastes rarely striking as quickly and unpredictably
come back. In the South lies the Land as a sandstorm.
of the Conquered Sun, a place of Some say it was not always like
never-ending darkness, with cold this. Obscure legends talk of a time
and unspeakable horrors lurking in when Uzrun was a land of blessings
its frozen landscape. and growth, with seasons warm and
The Twilight’s horizons are cold, days of light and darkness, a
dominated by the solitary fortresses place of both hope and life. There,
of the Tyrants, which stand strong society flourished to levels not even
and menacing. These colossal dreamed of today. Trade and
buildings, constructed by thousands civilization embraced the globe
of slaves that are always sacrificed during a time when precious metal
could be found under the soil
without much effort. Nowadays
beasts. This is a place of death, fear
and suffering.
13
nearly everybody lives a nomadic However, those who can resist
way of life, roaming the Twilight corruption, those who are brave,
looking for their next opportunity. strong and smart enough, they can
Metal tools and weapons are almost eke out a dangerous living. The
never seen, the nomads making do world is full of opportunities: ancient
with bones and stones. This land is a temples with forgotten treasures to
place where horrors abound, be ransacked, hidden hideouts full of
stalking you down every path, even bandit loot, and perhaps if one was
those in your mind. For those desperate enough to face the
fearless (or stupid) enough, this is an horrors inside, even the mighty
opportunity, a path to power. fortresses of the Tyrants have their
Occasionally one such person may rewards.
find a relic of the past, and use it to Most certainly, death awaits.
carve their name in red. They fight But isn't the alternative worse? A
their way through forgotten ruins short life full of uncertainty is the
and hidden caves, finding tomes of only guarantee in the Fractured
power filled with secrets which Dominion.
slowly rot their minds. The majority
of these will become wild mindless Well, what are you waiting for?

“UZRUN, THE WORLD DEMON, THE


FATHER OF BEASTS. WE CRAWL OVER
HIS SKIN AS VERMIN, AND PRAY HE
DOESN'T GROW TIRED OF US AND
SHAKES US OFF INTO THE VOID...”
GETTING STARTED
Disciples of Bone and Shadow is a The Dice
14 role-playing game designed to be This game uses several polyhedral
played solo, although it could be dice, annotated as D6, D10, D12, etc.
played with other players and even a with the number indicating the
Game Master, if so desired. The number of sides each die has. This
game takes place in a dark and style of game is what’s called a “roll
dangerous place called The under” system, meaning that you
Fractured Dominion where the only will have a value from 1 to 100 in
constants are conflict, suffering and several different Skills, or from 1 to
the eternal Twilight. The player(s) 20 for Attributes, and when asked to
will make a group of characters to perform a Skill Test or Attribute Test,
explore a dark world full of peril and you will need to roll less than the
adventure, slowly progressing in given number in order to succeed.
power and taking on bigger and
bigger challenges. This is not a Example: Zarna suspects there is
simulation game, and as such there is something off in the room she just
little to no preparation required prior entered, so she decides to check it
to the gaming session. The rules thoroughly. For that she will use her
presented in the following pages are Perception Skill which is 45, meaning
your guide for creating an exciting she has a 45% chance of success. She
and changing world in a matter of rolls two ten-sided dice, one for the
minutes. There is very little you need tens and one for the units place
to play Disciples of Bone and (D100), and rolls a 34. Since this is
Shadow: You will need this book, a under 45, Zarna succeeds in her
pencil, some dice, and a few sheets search, finding a hidden stash of
of graph paper (provided for you in books!
the back) before you’re ready to
generate and explore a whole world Throughout the book we will
full of enemies, dungeons, fortresses use the following dice codes. These
and treasure. Your characters will examples use the ten-sided die
most likely die (a lot), but you can (D10), but the following can be
create new ones and have them applied to any die:
ready to face new dangers in a - D10: Roll a die (ten-sided, in this
matter of minutes. case).
- 2D10: Roll two ten-sided dice
and add the results.
- 2D10+X: Roll two dice, add
them together, and add X (the
The Paper Grids
Later in this book you will find rules
15
specific number will be determined for exploration, which will tell you
by the rules) to the total. how to move your party of
- D10-X: Roll one die and subtract characters across the landscape and
X (the specific number will be through adventure locations in the
determined by the rules) from the Fractured Dominion, finding
result. challenges and opportunities along
- D10+L : Roll a die and add the the way. When traversing the land,
character’s level. you will use a Hex Graph to choose
- D5: Roll a die and divide the the direction you move, and to keep
result by two, rounding up. Other record of what is in each area, or
“half-dice” that may be used are D3 ‘Hex’. However, when delving into
and D50. caves, hideouts, or the mighty
- D100: Roll two ten-sided dice of fortresses of the Tyrants, you will
different color, reading the first as instead use an Adventure Grid.
“tens” and the second as “units” or
“ones”, generating a number from 1
to 100.

If you enjoy this basic version of the rules,


you may consider upgrading to the Narrative
Playbook or the Disciples of Bone & Shadow:
Conquered Sun edition, which take these rules
beyond the basic dungeon/hex crawling,
turning the game unto a full-fledged RPG
that can even be enjoyed with others, while
still completely soloable.
More info at www.blackoathgames.com
THE PLAYER
CHARACTERS
You will start your journey exploring may decide on a name, gender,
16 the Fractured Dominion by creating appearance, and background for
a party of characters. As a solo them if you wish.
player, start with two characters but
if the game is too challenging you are No Classes
free to make a third or fourth if you There are no classes in Disciples of
choose. If there are more players, Bone and Shadow; during character
you can each control two characters creation you create your characters
or simply one each. as you see fit by choosing which
First you will need a piece of stats to increase, and selecting items
paper to track each character’s from the available starting gear (as
statistics. You may use a pre-printed long as you can afford it). Every
character sheet, or you may simply player character starts at Level 1
use a piece of notebook paper. Use a with 10 points on each Attribute and
pencil to write down all information, a Max Corruption of 10. You also
as any statistic may change during begin with 20 points to distribute
play. among the Primary Attributes, and
Besides the numbers generated 200 points to spend increasing your
before play, your character exists Skills up to a value of 50.
entirely in your mind. As such, you
ATTRIBUTES
Attributes are the foundation your character is built upon. All player characters
17
(and some non-player characters) have the following Primary Attributes:
- Strength (STR): This determines how strong your character is, and how
capable they are of performing feats of physical might such as lifting something
heavy or breaking an object. It also determines how much gear you can carry
without being encumbered.
- Dexterity (DEX): This describes how good you are at doing things that
require you to be nimble or good with your hands, such as dodging and lock
picking.
- Constitution (CON): This measures how resistant your character is to
damage, and how well they fare against harmful effects such as poisons or
diseases.
- Will (WILL): This defines your mental strength and ego. As such, it is a key
attribute for anyone dealing with ancient pan-dimensional beings. It allows you
to stand your ground and increases the chance your endeavors with such beings
end well.
- Intelligence (INT): This shows how cunning and capable you are at mental
tasks. You will use it when you need to think things through before acting, or to
solve a puzzle or riddle.
- Charisma (CHAR): This tells you how likable you are. You will use your
charisma to get information, and gain advantages with NPCs.

In addition to the Primary Attributes described above, your character has


the following Secondary Attributes:
- Health Points (Constitution x 3): Health Points (HP) are a measure of how
much damage a character can take before they die. This number is derived from
Constitution, so a character with a Constitution of 12 will have 36 HP. Once a
character's HP reaches 0, they are dead. Characters regenerate 5 HP naturally
per day, and when you exit a location such as ruins, caves or a fortress, all
characters return to full health.
- Max Corruption: Max Corruption determines how many Corruption Points
(CP) you can accumulate before your character is lost to the Primordial Ones. A
character is lost when their Corruption equals their Max Corruption. We will talk
in detail about corruption in the section of this book dedicated to magic and
spells.
Occasionally, you will need to
complete an Attribute Test. To do
this, you roll a 20-sided die (D20),
attempting to roll less than the
indicated Primary Attribute to be
successful and pass the test. Keep in
mind though that a result of 1 is
18 always a failure!

Example: Awon-ra has been


captured by the Coven of the Setting
Sun and finds himself locked in a
room. The room's door seems to be
quite old, so Awon-ra thinks he can
smash it open. He performs an
Attribute Test against his Strength
(which is 15). He takes a D20 and rolls
a 13, enough to pass the check and
smash the door open!

Sometimes an Attribute Test will


have a positive or negative modifier.
This modifier changes your target
number and is calculated before
performing the test.

Example: After escaping his cell,


Awon-ra discovers a trip wire right
around the corner, by the proven
method of snapping it! He must
perform a DEX (-5) Test to avoid being
hit by a falling log. Awon-ra has a DEX
of 12, but with the modifier applied it
acts as a 7! He rolls a 1 on his D20, and
even though that was under the
modified target of 7, a 1 is always a
failure, meaning the log strikes him
right in the face.
SKILLS
Now that we know the innate capabilities of your characters, it's time we see
how their experiences have shaped them and what they learned in their past.
Skills represent a character's prowess in a variety of fields. This value can go
from 0 (complete incompetence) to 100 (total mastery). These are percentual
values, so if a character has 55 in the ‘One-Handed Melee Weapons’ skill, they
have a 55% chance of being successful when attacking with a knife. Whenever
you are asked to perform a Skill Test, roll a D100. If the result is below your skill's 19
value, the check is successful.
You will need to determine the starting value for each Skill in the list below.
Some skills are calculated using your Attributes, while others have a set starting
value indicated in parentheses. Calculate these before increasing skills during
character creation. When distributing your 200 points among the available
starting skills, you can increase any skill you wish up to a maximum of 50 points.

Increasing and Acquiring Skills


Your character starts with only a few skills but during gameplay they will be able
to learn new ones and improve the ones they have. Each time a character levels
up, they earn 2 Enhancement Points. With these points you'll be able to
purchase new skills and spells or increase the value of existing skills. If you
decide to spend EP increasing a skill, 1 EP equals 10 skill points. You may save EP
or distribute them as skill points, but you must distribute all 10 redeemed skill
points at a time and may not save them for later. The cost of each new skill and
spell is shown in the corresponding description.
Starting Skills
These are the skills all characters have access to when starting the game.
They are basic abilities possessed by all, as they are required for survival in
The Fractured Dominion.

- Dodge (DEX x 2): In hand-to-hand combat, knowing how to dodge an


enemy's blows will come in handy more than once. A crucial skill if you're
20 planning on engaging enemies in melee. Scoring a critical success with a
dodge means you immediately win the initiative next turn and gain a +5 skill
bonus to your next attack.
- First Aid (20): Knowing how to properly make a tourniquet or stitch up a
wound can literally save your life. If you successfully pass a First Aid Skill Test,
you may use a bandage you’ve purchased to remove the Bleeding condition,
or heal D6 HP. You may only heal a max of 50 HP per character each
adventure this way, and it may only be used outside of combat, once per
room.
- One-Handed Melee Weapons (STR + DEX): This measures your skill at
attacking with melee weapons that require the use of one hand such as
knives, swords, clubs, etc.
- Parry (STR + DEX x 2): This defensive skill may only be used by a character
wielding a melee weapon. Rolling a successful critical parry against an attack
allows you to immediately react with a free counterattack, dealing half your
normal damage. A critical fail while parrying with a bone weapon will break
the weapon.
- Perception (20): If you can't find them, it doesn't matter how many
powerful grimoires are hidden in the library. Your character will use this skill
whenever they need to find or be aware of something.
- Ranged Weapons (DEX): This measures your skill with any type of ranged
weapon, including bows and slings.
- Sneaking (DEX x 2): Occasionally, you will want to avoid combat instead of
confronting a dangerous enemy. This skill will allow you to do so, provided
the enemy is not yet aware of you. You will find more details on how to use
this skill on page 50.
- Throw (STR + DEX): A useful skill to have if you're going to be using javelins
or throwing the occasional knife.
- Two-Handed Melee Weapons (STR x 2): This measures your skill with
bigger, heavier melee weapons such as heavy swords, sledgehammers and
polearms.
- Unarmed (STR + DEX): Unarmed combat includes back-alley dirty fighting,
elegant martial arts mastery, and anything in between. This skill comes in
handy in all those situations when you don't have a weapon at hand. An
unarmed character deals D4-1 damage per attack (mininum of 1).
Advanced Skills
Most of the following skills are acquired by spending EP earned from
levelling up, after finding a trainer in a Settlement who will teach it to you in
exchange for a small monetary fee. The rest of the skills are instead acquired
by adopting a new archetype. If the skill can be learned, it will have an EP cost
beside the skill's name. Starting characters have 0 in all Advanced Skills, but
upon purchasing one calculate its value if noted below.
21
- Cleave (2 EP): A character starts with a value equal to their DEX+STR in this
skill. When attacking, deal half the damage of your melee weapon to all
additional enemies in front of you. May be used only with two-handed
weapons.
- Disarm Traps (1 EP): A character starts with a value equal to their DEX in this
skill. When encountering a trap, pass a Skill Test to disarm it. If you fail, you've
triggered the trap and it goes off. Successfully using this skill grants 20 XP.
- Haggling (1 EP): A character starts with a value equal to their WILL in this
skill. If you pass a Skill Test, you can sell your obtained loot for full price,
instead of the regular half.
- Lock-Picking (1 EP): A character starts with a value equal to their DEX in this
skill. This allows characters to use lock picks to attempt picking a lock.
Successfully using this skill grants 20 XP.
- Point Blank Shot (2 EP): A character starts with a value equal to their DEX in
this skill. This skill allows the character to shoot with a ranged weapon while
in melee range. Prerequisite: Only available to players with 50 or more in the
Ranged Weapons skill.
- Shield Bash (Archetype Exclusive): A character starts with a value equal to
their DEX+STR in this skill. Once per encounter, and only while equipped with
a shield, you can perform an extra attack that deals D10 damage.
Passive Skills
Once you learn a Passive Skill (via archetypes or with a trainer) you will be
able to activate it or benefit from its effects without performing a Skill Test.
You may pick each only once.

- 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

- Antidote: A character who drinks protection than the standard leather


this may remove the Poisoned light armor, but allowing less
condition. freedom of movement. Absorbs 3
damage per attack, penalty of -2
- Bandage: Each use of the First Aid DEX.
skill requires having 1 bandage, so it
is wise to stock up on these when - Heavy Shield: A sturdy frame of
you get the chance. bones, bark and leather that covers
half of the character's body. Gain +20
- Healing Tincture: As its name to Parry but requires a free hand.
indicates, this is a remedy that any Penalty of -20 to attack skills if the
character may use to heal their character doesn't have the Shield
wounds, returning them to full Expertise skill, and a penalty of -10 if
health. It may be used in combat they do.
instead of attacking or casting a
spell. Only one may be used each - Horse: This sturdy animal is a beast
day/adventure. of burden, able to carry 20 GS worth
of items. It also allows characters to
- Heavy Armor: Assorted pieces of traverse terrain at twice the normal
leather and bone sewn together in speed, effectively halving the
layers, offering much more Rations required during travel.
- Lantern: A basic source of light, a - One-Handed Weapon: Any tool or
lantern is indispensable to anyone weapon used primarily with one
planning to explore caves and other hand. They range from a dagger to a
dark places. A lantern occupies one pickaxe.
free hand, meaning the character �Cestus: A leather battle glove
will not be able to equip two-handed that can be used in unarmed combat.
weapons, bows or shields. Not Add a D4 to the damage roll of an
carrying a light source while fighting unarmed strike, meaning that a
34 in the dark will result in a -30 to all character equipped with a cestus will
Skill Tests. deal 2D4-1 damage on a hit. Cannot
be used to parry.
- Light Armor: This handmade armor �Dagger: A dagger is any bladed
is composed of leather and other weapon shorter than a human’s
light materials like strong plant fibers forearm. Quick and deadly. Deal D4
and hollow bones. It offers a damage on a hit. Gain a bonus of +1
measure of protection while not to initiative, and penalty of -10 to
inhibiting a character’s movement. your Parry skill.
Absorbs 2 damage per attack. �One-Handed Sword: The most
common weapon across the
- Lock Picks: A basic tool used to get Fractured Dominion, this weapon
into places you’re not supposed to may be carved from a single piece of
be. This is required for a character to bone or cobbled together with sharp
attempt picking a locked door or pieces of obsidian and wood. Deal
container. D6 damage on a hit. Gain a bonus of
+10 to your Parry skill.
- Long Bow: This weapon allows a �One-Handed Axe: A common
character to attack from a distance. tool found almost everywhere, used
Ideal for outdoor encounters, but in combat by those preferring a
not very useful while fighting in more direct approach. Deal D6+1
caves or ruins. Deal D6 damage on a damage on a hit.
hit, and you can make a free attack �One-Handed Mace: Although
with a penalty of -20 to the Ranged one may find a carefully put together
Weapons skill before the first round mace, beautifully made of carved
of a fight. Only usable in outdoors wood and bone, this will more likely
encounters, except for characters be a big stone tied to a stick. Deal D6
with the Point Blank Shot advanced damage on a hit. Gain a bonus of -10
skill. to your enemy's Defense, and a
penalty of -10 to your Parry skill.
- Mule: A common sight among the
nomad tribes, mules allow - Rations: All characters need a
characters an extra 20 GS to store minimum of 1 ration per day. Rations
items. consist of dried fruits and meats, and
more importantly, water.
- Rope: One of the most versatile - Two-Handed Weapon: The biggest
items a character may carry, rope and deadliest weapons fall into this
allows a character to climb out of category. These must be wielded
holes and over walls, or even tie with two hands.
someone up, if it were necessary. �Spear: One of the most
universal weapons, it can range from
- Shield: A practical frame of bones a simple sharp stick to a beautifully
and leather is often all that separates carved bone-tipped pole. A spear
a warrior from certain death. A allows the character wielding it to 35
Shield grants a bonus of +10 to your attack from behind two characters in
Parry skill, a occupies your free hand. corridor encounters. Deals D6
A character who doesn't have the damage on a hit.
Shield Expertise skill suffers a -10 to �Two-Handed Sword: This giant
attack skills. blade is both deadly and difficult to
use. Deal D10 damage on a hit.
- Short Bow: A more common type Wielding it gives a penalty of -10 to
of bow, this is used by hunters to kill the character's defensive skills.
small prey all over the Fractured �Two-Handed Axe: An
Dominion. Deal D6 damage on a hit, intimidating weapon, partially due to
and you can make a free attack with its popularity among executioners.
a penalty of -20 to the Ranged Deal D10+2 damage on a hit. Gain a
Weapons skill before the first round penalty of -20 to the character's
of a fight. A short bow allows the defensive skills.
character wielding it to attack from �Two-Handed Mace: The
behind two characters in corridor ultimate statement of brutality and
encounters, but it causes a power. Deal D10 on a hit. Gain a
permanent -10 to the Ranged bonus of -20 to your enemy's
Weapon skill when used. Defense, but a penalty of -20 to your
character's defensive skills.
PLAYING THE GAME
So, you have a couple of adventurers ready to explore the twilight lands of the
Fractured Dominion. Now you will need to know how to explore, what you will
find during your travels, and how to deal with what you find.
36

EXPLORING THE FRACTURED DOMINION


To begin your adventure, start with Map Log to write down what you
your party on Hex #1 of the find on each hex. Once you have
Overworld Hex Map. This first hex is filled up a hex map, simply print out
considered empty, so choose a another one and start again on the
direction to travel and roll on the Hex #1. The Fractured Dominion is a
Hex Exploration Table once per hex. big place!
Each hex takes a full day to explore When backtracking through
and travel through, and each feature previously explored terrain, roll a
you uncover is permanent so you D10 in each explored hex (except for
may return if needed. This is settlements and oases). If the result
important to know for when your is a 1 or 2, the party is attacked by an
group finds a point of interest such enemy rolled on the Random
as a town and they need a place to Encounter Table.
rest between excursions. Use the
H�� E���������� T���� (D20)
1 Rugged Terrain. The party spends twice as long traversing this hex (2 days on foot, 1 day mounted).
Settlement. The party may stop here to recover from their wounds, buy and sell equipment, and
2-3
maybe pick up a new task to complete. Check the Settlements section below for more details.
Old Corrupted Temple. The characters find a ruined place of worship dedicated a god who is now
4 lost to time. It is currently the home of a beast. Roll on the Elite Foes Table. If your party manages
to defeat the creature, they have cleansed the place allowing them to remove 1 CP.
Graveyard. You come across what appears to be an old graveyard which was abandoned centuries
ago. Even in this state it may be worth it to look around. Perform a Perception Skill Test; if you
5
succeed you may roll on the Loot Table as you pull out a rotten bag buried in one of the tombs.
Unfortunately for you, something wicked emanated from the tomb; you gain 1 CP.
Night Assault! While your party is sleeping a group of enemies attack their camp, attracted by the
6
smell of food. Roll on the Common Foes Table, enemies attack first.
7 Vermin. A group of small, hungry creatures attacks the party. Roll on the Vermin Table.
Minion. The party finds themselves facing a group of wandering enemies. Roll on the Common Foes
8
Table.
Wild Apple Grove. A leftover from a gentler past, this apple grove has survived despite the harsh
9 conditions. Each visitor is given a gift of D10 Rations and has the chance to sell or buy equipment
from the friendly local peoples.
Witch of the Hills. You follow a trail of smoke to a small camp, where you find a dark figure dressed
in rags bent over a stone cauldron. It is a woman of indeterminate age, who beckons you to follow
her inside the tent behind her. Hesitantly, you follow her inside where she awaits with a selection
of rare concoctions and potions. Healing Salve – 50 shells. Once per day/adventure you may apply
this salve to heal D20 Health Points. Poison Salve – 50 shells. Apply this to become immune to
10
poisons for a whole adventure. Agility Salve – 100 shells. You may use this to add +10 to a character's
defensive skills during an adventure. She also offers the possibility of resurrecting a fallen comrade,
if the body is brought to her and no more than a week has passed since death. Resurrection Ritual
– 1,000 shells: roll a D10. If you roll less than the character's level, the character comes back to life,
but suffers a permanent -1 to their Max Corruption from a lingering shadowy influence.
11 Ravine. A narrow, steep-sided valley halts the party's advance. Impassable terrain.
Elite Encounter. The party is unfortunate enough to find a roaming monstrosity. Roll on the Elite
12
Foes Table.
Cave. A half-visible trail leads the party to a seemingly natural cave. If the party decides to explore
13-14
it, use the Indoor Location generation rules described below.
Ruins. The party comes across a vestige of the past, half buried by the sands. If they decide to
15-16
explore it, use the Indoor Location generation rules described below.
Caravan. A group of friendly nomads offer to trade some goods. The party may trade as if they were
17 at a settlement, but when you leave this hex the caravan will move along as well. Re-roll this Hex if
the party comes back to it.
Abandoned Stock. Half buried on the side of a forgotten road the party finds the scattered
18
remnants of a caravan. They find 2D20 shells worth of trade goods.
Storm. On the horizon, you see one of the terrible Twilight storms heading your way. These violent
weather assaults are famous for wiping entire settlements off the face of Uzrun in a matter of
19 hours. Fortunately for you, you find a potential shelter nearby: a cave. Roll a D10: on a result of 8+,
you are not the only one seeking shelter here; roll on the Random Encounter Table. The storm will
last D4 days, during which you'll have little to do but wait and spend your rations.
Tyrant Fortress. The most threatening sight in the Fractured Dominion. Most people run in the
opposite direction if they get too close to one of them, even though it's hard to be far from one at
any given time. Some Fortresses are ruled by somewhat benign tyrants (those few that possess a
20 strong enough will to resist the pull of the forces of chaos), which has allowed settlements to grow
around them creating a semblance of civilization. Of course, this isn't all that different from living
next to an active volcano, where tragedy can strike when you least expect it. Use the Indoor
Location generation rules to explore it, if you dare.
R����� ��������� T���� (�10)
1-4 Vermin
5-8 Common Foes
9-10 Elite Foes

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.

Tasks and Missions


Sometimes the adventurers will
come across an individual who asks
them to complete a specific task,
generally in exchange for a reward.
This gives the characters (and the
player) a goal to keep in mind when
going out to explore. You do not
need to complete most tasks
immediately; time moves slow in the
T���� � M������� T���� (�10)
The Tyrant Must Fall! The settlements around the nearby towering Fortress have had
enough. They can't allow their children to be taken and their crops to be cursed any
1
longer. Your party is tasked with bringing them the head of the Tyrant. Reward: 1,000 , 1
scroll containing a random spell.
Taken! A crying mother asks you to recover her missing son, who was taken by a group of
minions. Each time you encounter a group of Common Foes, roll a D10+X where X is the
2
number of Common encounters since acquiring the task. On a 10 or more, you find the
missing child. Reward: The characters may remove one CP.
Artifact Hunting. While sitting at camp and sharing water with some nomads, you
overhear a conversation. Somewhere in this area are the ruins of two twin settlements,
3 each with one half of a very powerful artifact. Put together, it grants enormous power to
the wielder. The next two ruins you explore each have one half of the artifact in the last
room, guarded by an Elite Foe. Reward: Roll on the Artifacts Table.
Finding Help. A rich merchant has hired you to take his sick wife to the nearest settlement,
where they have the best healers in the region. If you do not help soon, she will be taken
4 by the sickness; this task must be done quickly. The party has 7 days to find a settlement
(one that wasn't previously discovered), or the merchant's wife will die. Reward: 500 if
successful.
Lost. The party is asked to find a group of migrants that were expected to arrive days ago.
The characters must explore the region, rolling a D10 in each hex they explore. On a roll of
5 1-2, they find a clue. Once they find 5 clues, the next Hex they enter will contain the
entrance of a cave, where the migrants have been taken. The migrants will be found in the
last room, guarded by an Elite Foe. Reward: Roll 2 times on the Loot Table.
Looters and Pillagers. The town's leadership asks the player characters to get rid of
several roaming bands of creatures harassing the Settlement. The party must find and slay
6 10 groups of minions in the outdoors (minions found in caves or buildings don't count).
Reward: 200 to each character, and the party may sell their loot at full price in this town,
instead of half.
Find the Witch! A tribal leader has recently lost his only son and heir to the crimson plague.
He begs the party to take the body with them and find a Hill Witch to bring him back to life.
7
He doesn't have any money (the characters will have to pay for the ritual themselves), but
he offers the party an ancient relic as payment. Reward: Roll on the Artifact Table.
The Mapmaker. The characters are hired by a mapmaker who needs help charting the
area. The characters must explore every hex in the region's map and return to the
mapmaker with what they have learned. This quest may only appear once per region, re-
8
roll in this table if you have already completed it. Reward: 1,000 . The mapper used to
work for a Tyrant and knows its weakness; next time the party fights against a Tyrant in the
region their attacks will deal and extra D10 damage per attack.
The Thing in the Ruins. The town's council has hired the characters to eliminate an
abomination that has been terrorizing the area for several months. They must find the
nearest ruins, clear them, and in the last room they will find a Spawn of Vhol'est (check the
9
Elite Foes Encounters). Reward: The town is too poor to offer anything of value, but the
characters receive twice the normal amount of experience points from completing this
task.
Assault! The party is hired to defend the settlement from an incoming raid. They must roll
5 times on the Minions Table, resolving one encounter after another without a rest. If they
10
survive, roll once on the Elite Foes Table to face the raid's leader. Reward: 100 , as many
supplies as they can carry (but only 10 Bandages each).
INDOOR LOCATIONS
When exploring or completing tasks, Ruins
the player characters will inevitably All over the Shattered Dominion,
find themselves delving into caves, ruins are scattered as a reminder of
exploring ancient ruins, or even what the world used to be like. From
assaulting a mighty Tyrant Fortress. expansive palaces to forgotten
Following the rules explained in this temples, they offer plenty of
42 section, you will be able to generate
each location's layout, its contents,
opportunities to find treasure and
ancient artifacts. These places also
and its inhabitants, all on the fly. attract all kinds of creatures and
Just like the rules for Outdoor greedy explorers, searching for
Exploration, when the party returns shelter or the ancient secrets that
to a room or corridor they have can be found buried among the
already explored, they must roll a rubble.
D10. On a roll of 1 or 2, they
encounter a wandering enemy rolled Fortresses
on the Random Encounter Table. If a party decides to explore a
This is important because once you Tyrant's Fortress, it usually means
complete your task inside an interior they are there to kill the Tyrant itself.
location or you simply decide that They will need to do so in order to
you want to leave, the party still get out of the Fortress alive, so the
needs to retrace their steps to exit last room in the Fortress will always
safely. have the Tyrant as an enemy.
Experience-wise, a Tyrant counts as
Caves an Elite Foe. Defeating a Tyrant
It is not hard to find subterranean grants 2 rolls on the Loot Table, and
passages that have been and still are 1 roll on the Special Loot Table.
populated by beasts, bandits and
unspeakable horrors. These caves Special Conditions
may be the remnants of mining Each time you enter one of these
operations, beasts' lairs or simply locations, you must roll a D6. On a
natural formations, but no matter roll of 1, the place is unique (and not
their origin they are all equally in a good way). You earn double the
dangerous. Remember that a party XP from killing enemies in this place,
needs a source of light in order to but you must roll on the Special
explore a cave properly, otherwise Conditions table shown on the next
they will suffer a -30 to all skill tests. page.
While drawing a cave's map, you
should draw the walls irregularly and
with no sharp angles, to reflect the
fact that this is not a man-made
place (or at least, not a building's
interior).
S������ C��������� T���� (�8)
1 Tyrannical – Elites have 50% more health.
Unstable – Every 4 rooms explored, the ground shakes. All
2
characters lose D4 HP from the falling rubble.
3 Empowered – All enemies deal an extra +1 damage per attack.
Fearless – Enemies encountered here will never flee due to low
4
numbers.
Toxic Blood – When slain, this enemy splashes the player 43
5 characters with toxic blood. Pass a CON Test or lose 2 HP per
enemy killed.
Bolstered – When a fiend dies it enrages the other members of its
6
group, who deal an extra +1 damage per attack.
Necrotic – Successful enemy attacks infect the players with a
7 necrotic disease that reduces all healing received during combat
by 50%.
Armored – All enemies here have suffered a mutation that covers
8
them in armored plates, which absorb 5 damage per attack.
Mapping Interior Locations need is a pencil, a few dice and some
Once the party enters an interior grid paper. Alternatively, for your
location, you will need to start first foray into the Fractured
figuring out the place's layout and Dominion, you can use a printed
contents. Interiors are randomly copy of the location adventure map
generated using the tables and rules found in this book.
found in the following pages. All you
44

A diagram of the interior exploration sequence

Entrance Rooms This room contains nothing, so you


This is the first room your party do not need to roll on the Room
encounters when they enter a cave, Contents Table. To start exploring
ruin or fortress. Roll a D10 and draw past the entrance, use the rules for
the corresponding entrance at the Doors below.
bottom center of the location grid.
Doors If a door is locked the characters
While looting the vestiges of the must successfully perform a STR Test
past civilizations, it is not rare to find to bash it open, or use the Lock-
locked doors. Roll for the number of Picking Skill and Lockpicks to pick
exits on the Exits Table, then roll to the lock. Each failed lockpicking
determine if the exit has a door, and attempt temporarily decreases your
if it is locked. Roll a D10: 1-3 no door, Lockpicking Skill by 10. You may only
4-7 open, 8-10 locked. If the party is attempt to bash the door once per
46 exploring a Fortress, roll a D10: 1-6 character. After traversing the
open door, 7-10 locked door. Caves entryway, roll on the Interior
have no doors. Place the exits as Exploration Table to find out if the
centered as possible on any wall you exit leads to a room or to a corridor,
want, trying to make a logical layout then roll on the Corridor Table, or the
and adapting it to the needs of the Room Layout Table.
map. For example, if your corridor
runs into the map’s left border, I������� E���������� T���� (�10)
placing a door there would make no 1-7 Room
sense because you can't draw any 8-10 Corridor
rooms in that direction, so you
would place it on another side. Corridors
If you find yourself going through a
E���� T���� (2�10) corridor, you will learn its shape by
2-10 None using the Corridor Table. Corridors
11-14 One have no contents, but you need to
15-17 Two roll a D10 to see if there are any
enemies. On a roll of 1 or 2 roll on the
18-19 Three
Random Enemy Table as your
20 Four
progress is interrupted. Corridors
always have a width of 1.

C������� T���� (�10)


1 Parallel corridors going D6+1 squares to the left, then D6+1 squares to the right
2 Straight ahead D6+1 squares
3 Corridor to the right for D6+1
4 Corridor to the left for D6+1
5 Straight ahead D6+1, then veers to the right for D6+1
6 Straight ahead D6+1, then veers to the left for D6+1
7 Corridor to the right for D6+1, then veers to the right again for D6+1
8 Corridor to the left for D6+1, then veers to the left again for D6+1
9 Corridor to the right for D6+1, then veers to the left for D6+1
10 Corridor to the left for D6+1, then veers to the right for D6+1
Rooms
Most things of interest to the characters will be found in rooms. Roll below to
find out the shape of the room and roll for exits again with the Exits Table. After
this, roll to determine its contents on the Room Contents Table below.

R��� L����� T���� (�10)


1-5 Square (D6+1 high, D6+1 wide)
6 Circle (D6+1 across) 47
7 Hexagon (D6+1 across)
8 Oval (D6+1 high, D6+1 wide)
9 Triangle (D6+1 per side)
10 Trapezoid (D6+1 high, D6+1 base wide, D6+1 base top)

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.

R��� C������� T���� (�10)


1 Trap. Roll on the Traps Table
2 Loot. Roll on the Loot Table
Trapped Loot. Roll on the Traps Table, and once resolved, roll
3
on the Loot Table
4-5 Special Feature. Roll on the Special Features Table below
6 Empty. There is no loot, but at least there are no enemies
7 Treasure. Stash of semi-precious stones worth 2D20
8 Vermin. Roll on the Vermin Table
Enemy. Your advance is interrupted, roll on the Common
9
Foes Table
Monstrosity. You’ve walked into a beast's lair. Roll on the
10
Elite Foes Table
S������ F������� T���� (�10)
A crack in the ceiling above the middle of the north wall allows a trickle of water to
flow down to the floor. The water pools near the base of the wall, with a small
1
rivulet running along the wall and out into the hall. The water smells fresh. The
party obtains D6 Rations.
The party stumbles upon a poorly hidden weapons stash. Characters may take any
2
weapon available in the equipment list.
This room is filled with bottles, pipettes and other tools that an alchemist would
need. Everything here is covered in a thick layer of dust, but in a corner under some
ragged piece of cloth the characters find D4 bottles with a green, viscous liquid. If a
3
character dares to test its effects, roll a D10; 1-5: the concoction is so old it is now
poisonous; pass a CON Test or lose D20 HP. 6-10: the bottles contain a simple
healing potion. Heal D20 HP, usable in combat.
As soon as you step into this room, a feeling of calmness invades you. This place
4 seems to be completely removed from the influence of the Primordial Ones. Each
character removes 1 CP.
A sensation of dread invades you the moment you step into this room. Flashes of
5 horrific visions fill your mind, bringing you to your knees. They know you are here.
Pass a WIL Test with each character or they will gain 1 CP.
A series of small statues line a wall. Behind them there is a mural, telling what
appears to be the story of a people's exodus. You discover small levers behind each
6
statue, allowing them to rotate. If you try to solve this puzzle, perform an INT Test.
If you succeed, roll on the Loot Table. You may only try once per character.
This room was previously an immense library. Now piles of half-rotten tomes gather
dust in every corner, collapsed shelves creating a landscape of lost knowledge. The
party may spend a whole day here sifting through the books, hoping on even the
7
slightest odds that there is something of worth. Perform an INT Test with each
character. For each that passes, roll a D10. On a 1-2, you find a scroll containing a
random spell.
A horrendous, overwhelming stench wafts from the room before you. Lining the
walls are cages containing small animals and large insects. Some of the creatures
look sickly and alive but most are long dead. Their rotting corpses and unclean cages
no doubt cause the place's foul odor. A cat mews weakly from its cage, but the other
8
creatures just silently shrink back into their filthy prisons. The players may choose
to release the animals; if they do, they can remove 1 CP, but will have to fight
against those that are too scared or far gone. Roll twice on the Vermin Table and
fight against both groups at the same time.
A foul stench begins to seep from the floor cracks; the smell is nigh unbearable. The
fumes originate from deep within the earth, carrying a smell not unlike rotten eggs.
9
Better to move along. For each turn the characters stay here, they must
successfully perform a CON Test, or lose D6 HP.
There is a nefarious influence in this room. A shadow suddenly invades each
character's mind and holds fast to their thoughts. Characters fight the rest of the
10
adventure with a -10 to all defensive skills, unless they give into the darkness and
gain 1 CP in the process.
Traps
Traps are, unfortunately, very common in the kinds of places your characters
will frequent. Recent or ancient, their goal is to harm, maim or kill any intruder.
Surviving will require luck and skill as you attempt to avoid their effects.
Once your party enters a room with a trap in it, choose a character to
perform a Perception Skill Test. Success means you notice the trap; you may
choose to retreat and avoid the room (if possible), or disarm it if you have the
Disarm Traps skill. However, you will not know what type of trap it is until you
trigger it!
49
T���� T���� (�10)
Poison Darts. Characters must pass a CON Test or gain the Poisoned condition (see page
1
52).
Trapdoor. Characters must successfully pass a DEX Test or lose D10 HP. If the whole party
2 falls inside, they will need a rope to escape the pit, or they will die of starvation inside of
it.
Sand Trap. A wall closes behind the characters as soon as they enter this room, and sand
3 begins falling in from the ceiling. They have 10 attempts at deactivating this trap with the
Disarm Traps skill or by successfully passing a DEX (-6) Test, or they all die.
Collapsing Ceiling. The ceiling above the party collapses on top of them. Characters must
4
each successfully pass a DEX Test or lose D20 HP.
Noxious Gas. A wall closes behind the party, and toxic gas is released in the room.
Characters immediately lose 2 HP, and they lose another 1 HP each time they fail to
5
disable the trap using the Disarm Traps skill or a DEX (-6) Skill Test until a successful
attempt is made, disabling the trap.
Spears. Sharp spears slide from the walls, stabbing at any character who fails to pass a
6
DEX Test. They are targeted by D6 attacks that deal 2 damage each.
Vermin Pit. A pit opens underneath the characters, teeming with vermin. The characters
must succeed on a DEX Test or lose D10 HP, after which they will face the vermin inside.
7
Roll on the Vermin Table. Luckily, once the vermin are dealt with, it's not too difficult to
climb back up.
Bear Trap. A random character steps on a hidden bear trap. Roll a DEX Test to avoid
getting caught in it. A trapped character must succeed on a STR Test to free themselves,
or else they will not be able to move. One attempt per character is allowed. A trapped
8 character will not be able to play for the remainder of the adventure but may be rescued
once the place is cleared. If they are the last survivor, they may try to pry the trap open
one last time. If the trapped character manages to be released, they will have their Dodge
Skill halved for the remainder of the adventure.
Net Trap. A net falls from the ceiling, pulling the characters into the air unless they pass
a DEX Test. If they are trapped, they must roll a successful DEX (-5) Test to cut down the
9 net. After each failed release attempt, roll a D10. On a 1 or 2 a wandering enemy from the
Common Foes Table hears the commotion, and attacks. The characters will be
automatically hit by the enemy until they can free themselves.
Fire Trap. Huge flames roar from the walls the moment the characters step into this
10 room. Roll a DEX Test to avoid the flames or lose D10 HP and gain the Burning condition.
You fight with a -20 to your attack skills until the wounds caused by the fire are healed.
L��� T���� (�10)
1 or less No treasure found
2 D10
3 D20+5
4 2D20
5 D6 Healing Tinctures
6 D10 Rations
7 A piece of jewelry worth 5D10
50 A One-Handed Iron Weapon. Roll a D4: 1 Sword, 2
Hammer or Mace, 3 Axe, 4 Dagger. This weapon deals +1
8
extra damage than its bone counterpart and will never
break while parrying. Sells for 50 . 2 GS
A piece of mail armor. Absorbs 3 damage per attack, -1
9
DEX. Sells for 300 . 3 GS
10 or
more
Roll on the Special Loot Table

S������ L��� T���� (�10)


1-2 A scroll containing a random spell. May be sold for 100 . 1 GS
An exceptionally well forged One-Handed Steel Weapon. Roll
a D4: 1 Sword, 2 Hammer or Mace, 3 Axe, 4 Dagger. Deals 10
3
more damage than its bone counterpart and will never break
while parrying. Sells for 100 . 2 GS
An exceptionally well forged Two-Handed Steel Weapon. Roll
a D5: 1 Sword, 2 Hammer or Mace, 3 Axe, 4 Staff, 5 Spear.
4
Deals +2 extra damage than its bone counterpart and will
never break while parrying. Sells for 150 . 3 GS
Reinforced Steel Mail. This is a true relic of the past, perfectly
5 crafted and preserved. Absorbs 3 damage per attack. Sells for
500 . 3 GS
Steel Breastplate. The craftsmanship on this piece speaks to
6 the glory of the past. Absorbs 5 damage per attack, -20 to all
your defensive rolls, -2 DEX. Sells for 700 . 6 GS
7 Steel Shield. +20 to Parry. Sells for 100 . 3 GS
Darkness Well. A plain-looking stone that allows the person
carrying it to store 2 CP inside. Once the well is full, it glows
8
slightly. Cannot be re-used, but it can be sold as a curiosity for
3D10 .
A pair of rare metal fist weapons affixed with short blades.
9
Add +20 to Unarmed skills. Sells for 100 . 2 GS
10 Roll on the Artifact Table
A������� T���� (�10)
Horse Figurine. A small statue of a horse made of some unidentifiable black
1 material that, when whet with blood, grows to the size of an actual horse. Sacrifice
10 HP to be able to travel at double speed in outdoor zones. 1 GS
Amulet of Vythrhos. A dark green stone is framed by what appears to be fossilized
hair. Once worn it pulsates slightly, matching the wearer's heartbeat. Once per
2
adventure, if the character carrying this receives a death blow, they will instead
fall unconscious to 1 HP, alive but unable to participate in the rest of the fight.
Maw of Vhozha. This slick leathery blue bag seems to tremble when nobody is
3 looking at it, as if something were trying to come out. This bag allows a character
to carry an extra 10 GS in weight.
The Sineater. This legendary artifact was once wielded by Athros, Bane of the
Ancients. With it she managed to challenge the reign of many Tyrants, until under
mysterious circumstances she lost the Sineater. Without this object, she became
4
corrupted and Tyrannical, reigning over the Rhatrej region for 800 years. This sharp
black crystal absorbs the next 5 CP the character would receive, after which it
becomes dormant for the next three adventures. 1 GS
Rod of Shrath. This device, once belonging to a Sharani High Priest, is an
asymmetric mass of ethereal crystal which can be activated to recover from grave
5 wounds. Individuals who possess the device and use it repeatedly develop fine
scales over parts of their body. The user may cast Regeneration once a day/
adventure without gaining corruption. 1 GS
The Everlasting Shadows. This ancient tome has a tainted aura, no doubt a result
6 of it being bound in human skin. A foul sense of dread invades the reader when it is
first opened. Contains 3 random spells. 1 GS
Feather of Kul'Pheg. A shimmering feather, which reflects light in a million colors
7 even during the darkest of nights. The shaft is cold to the touch and seems to be
made of metal. This item gives the party +2 to initiative.
Taintnut. A small wooden seed encircled with runic bands. The nut looks to be
bulging around them as if a force were pushing from the inside, contained only by
8
the symbols. If a character swallows this seed, their Max Corruption will be
increased by 1.
Crystallized Ice of Alnavis. This appears to be a stalactite made of pure ice, but
somehow it is not affected by any heat. Instead, a little bit melts with each use until
9
it disappears. Deal D20 damage to all enemies in front of the caster. It takes the
character's whole turn to use it. 20 charges. 1 GS
Staff of Scars. This wooden staff looks pristine, as if it were just finished by a skilled
artisan. The more its powers are used however, the more twisted and gnarled it
becomes. The person wielding this staff may sap it of energy, thus healing the
10
wielder or an ally. Once it has been drained of energy, it loses its power, becoming
little more than a branch. Contains 200 points worth of HP. Deals D4 damage if
used as a weapon. 2 GS
COMBAT
Exploring the world of the Fractured before the first turn (called the
Dominion brings with it a guarantee engagement turn), they may choose
that you will encounter beasts, to avoid the combat by attempting
monsters, aberrations and to sneak past the enemy. All enemies
abominations that will try to kill you have an Awareness stat that is
out of self-defense, hunger, or subtracted from the character's
52 madness. Combat in Disciples of
Bone and Shadow is fast and brutal;
Sneaking Skill. For example, if a
player has a 50 in Sneaking, and the
you will usually be able to solve your enemy has 20 Awareness, then the
encounters in a matter of minutes. player must roll under 30% with a
The goal of combat is to reduce D100 to pass the test. When facing
the opponent's Health Points to 0. several enemies with different
Each weapon, spell and ability deals Awareness values, use the highest
damage (expressed in HP loss) value; if the enemy with the keenest
specified by the type of weapon senses can't hear you, it's assumed
being used, and combatants will take that the rest will not be able to
turns attacking each other until one either.
of them collapses.
When confronted with a combat Surprise
situation, the first thing you need to If the PCs win the engagement
do is roll for Initiative. All enemies round’s initiative by 5 or more (for
have an Initiative stat that goes from example, rolling an 18 or more
1 to 20; to gain the initiative (and against an enemy with Awareness
thus attack first) you need to roll 13), the PCs enter combat with the
above the enemy's Initiative with a element of surprise. This allows
D20. The combat order changes them to perform their first attack
every turn, so you will need to roll for with a bonus of +20 to their attack
initiative again after each person has skill. On the other hand, if the PCs
taken a turn. If you are facing lose the engagement turn's initiative
enemies with different Initiative by 5 or more, they suffer a -20 to
values, simply compare your roll with their defensive skill (whichever they
their respective values and arrange choose to use) for that first turn.
the turn order accordingly.
When facing enemies that Attacking and Defending
appear in groups of several Enemies don't roll for attack or
individuals (such as Vermin), you defense; you will not need to roll to
only need to roll Initiative once for play out the enemy's actions.
each set of Vermin, not each Instead, the player will roll during
creature in the swarm. their turn to attack with their
weapon or spell of choice, then
Avoiding Combat during the enemy’s turn the player
If the player wins the initiative roll will roll with their character’s Dodge
or Parry Skill to avoid being hit by enemies. In case of odd enemy
each enemy's attack. When the numbers, randomly determine
player fails an attack roll it's which adventurer is attacked.
assumed that they missed or the Remember though that while
target avoided it, while when the fighting in corridors only 2
player is successful at a Dodge or adventurers may be in the front row,
Parry test, it's assumed they avoided any other adventurers will not be
the attack or that the enemy missed. able to attack (unless they're using a
All enemies except Vermin will spear or short bow) or be attacked 53
have a Defense and Offense stat. An (unless specified). Enemies with
enemy’s Defense is used when you multiple attacks will spread their
are attacking to subtract it from attacks evenly among the character
your Attack skill. Its Offense is used players.
when you are rolling for Parry or
Dodge, when you subtract the Fighting Vermin
enemy's Offense from your In order to simulate how a single
Defensive stat. swing may take out several smaller
Lastly, remember that it’s likely creatures at once, all excess damage
your party is comprised of more dealt to a single individual from a
than one character, so you must vermin group is transferred to the
distribute incoming attacks evenly next one. So if, for example, a single
among your party. For example, if Centipede’s total HP is 15 and a
your party is comprised of 2 character deals 25 damage to it, they
adventurers facing 4 enemies, each will kill that first Centipede and deal
adventurer will be assigned 2 10 damage to the next one.

Combat example: Mara is exploring some forgotten, twisted ruins when


she suddenly sees a figure approaching from the end of the hallway. It's a
Sharani, so she prepares for combat. The Sharani has an Initiative of 16; Mara
rolls a 17, which means she will attack first. Since it's the first turn and she has
won the initiative roll, Mara may choose to avoid the combat all together and
sneak past the Sharani. She decides she’s ready to fight though, and takes out
her trusty sword. Face to face, she performs an attack using her One-Handed
Melee Weapons Skill. She has a value of 43 in the skill and the Sharani has a
Defense of 20, meaning her target number is 23 or below. She rolls a 67, failing
the attack. It's now the Sharani's turn to attack! Mara has a Dodge skill of 46,
and the Sharani's Offense skill is 20 so her target number is 26. She rolls a 24,
diving out of the way of the Sharani's blade. Mara is going to have to keep her
luck going if she wants to get out of this alive.
Combat Actions - Stunned: When a character (PC
A character may take actions besides or NPC) rolls doubles after a
attacking during their turn in a successful attack (or a PC rolls
combat situation: They can swap doubles after failing at a defensive
weapons, use an active skill, cast a maneuver), they have been stunned,
spell, use any item, or interact with losing their next turn.
anything. These are all actions that - Blinded: While fighting or
take the whole turn to perform, searching in the dark, all characters
54 which means the character will not (unless they have special equipment
be able to attack. or are under the effects of a spell or
skill) suffer a -30 to all stats. This
Conditions and Other Effects includes combat and any sight-
During a fight (and sometimes outside related skill. Use common sense
of it), certain situations may harm when applying this rule!
your character in a way that differs
from direct damage; spells, attacks Anyone, whether they are a Player
and other things may inflict negatives Character, an NPC or an enemy of any
statuses that can only be removed in kind,maybeaffectedbytheseconditions.
specific ways. The following Follow the rules above regardless of who
conditions are the most common: is suffering the condition (unless the
- Bleeding: This condition will character in question is immune to a
make a character lose 1 HP/turn. If a specific condition).
weapon deals its maximum possible A player character may attempt
damage (for example, dealing 12 to remove a condition once per
damage on a weapon that attacks room. This means that if they are
for D10+2), the target will gain the suffering from several conditions,
Bleeding condition. Use the First Aid they may attempt to remove each
Skill to remove the Bleeding condition once per room. All
condition from a character. conditions are removed once you
- Burning: A burning character exit an adventure location.
will lose 2 HP/turn for D10 turns.
- Chilled: Suffering from this Critical Success and Failure
condition causes a character to While in a combat situation, a
always lose initiative tests. Pass a character may perform in such a
CON Test to remove this condition fantastically good or bad way that it
after the first turn. If failed, try again will result in special outcomes. When
every turn until successful. a PC is trying to avoid damage from
- Poisoned: A poisoned an enemy's attack by using the
character will lose 1 HP/turn until Dodge or Parry skills, if they were to
healed. Pass a CON Test to remove roll a critical failure (a roll of 96+),
this condition after the first turn. If they will immediately receive the
you fail, the only way to remove this maximum damage possible, no
condition is with a spell or an damage roll required. That means a
antidote (or some special artifacts). PC critically failing to dodge an
attack that would have inflicted their total health (when facing a
D10+5 damage would receive 15 HP single enemy), or half their total
of damage. If you are unfortunate numbers (in the case of groups),
enough to get a critical failure while they must perform a morale test.
attacking you will drop the weapon, Roll a D10: 1-5 they flee, 6-10 they
deal no damage, and you will need stay. If the enemies flee, the player
to spend next turn recovering it. characters automatically win the
On the other hand, when a PC fight, gaining the XP and loot as if
rolls below 10% on an Attack skill, the they had killed their opponents. 55
attack becomes a critical hit and Some enemies will not retreat, in
deals the maximum damage which case it will say so in their
possible. Critical successes also description. This test is only
apply to defensive rolls. A critical performed once.
success while parrying an attack
allows you to counterattack Retreating
immediately, granting you a free Sometimes things will get too ugly
attack with the same weapon which for your characters and you may
deals half the normal damage. decide it is best to simply run away
Scoring a critical success with a from a confrontation. If your
dodge guarantees you win the next characters are engaged in combat
initiative and grants you a +5 to and decide to retreat, they will
attack skills next turn. immediately suffer one attack each
that cannot be avoided, with only
Example: Adisa has an Unarmed their equipment (such as armor or
skill of 43. He is facing a Bandit armed special items) counting towards
with a short sword. The enemy determining how much damage they
attacks first, and Adisa rolls a 96! receive.
Despite having a skill of 98 in Dodge,
this is an instant failure, and he Damage and Death
receives 25 HP damage (due to the Death comes swiftly in the Fractured
enemy's damage of D10+15). Dominion; if a player character loses
Stumbling (and Bleeding from taking all his HP, they are dead. The rest of
maximum weapon damage), he their party may try to find a way of
throws a punch, rolling a 3. This is less bringing them back to life, but this is
than 10, meaning he also scored a never easy (check the Witch of the
critical hit, dealing max damage to Hills encounter in the Hex
the Bandit. Exploration Table). In addition to
healing from using potions,
These rules only apply to bandages, spells, and other sources,
combat-related skills (including a character will recover all their HP
Passive Abilities), not to spells. once they exit the adventure
location—regardless of how much
Enemy Morale HP the character lost within it.
When an enemy loses more than half
Leveling Up and Experience experience points as they see fit
With a bit of luck and skill, the player among the characters that
characters will slowly increase in participated in the fight.
power and prowess. This is reflected A character requires 100 XP to
in Experience Points (XP). increase one level. There is no level
Characters start at level one and cap, so in theory a character may
earn 2 Enhancement Points (EP) level up indefinitely (if they manage
each time they reach a new level. to survive that long).
56 These EP can be spent on stats, skills
and spells as described in the Seasoned Characters
previous chapter. In order to level As you become more powerful and
up, characters will need to accrue experienced, your enemies will grow
enough XP. This is done mainly in power to match you. After visiting
through combat, although some your first settlement after reaching
other activities may reward the level 20, you will face greater
characters with XP as well. threats. You have become a
Each time your party defeats a seasoned adventurer. This means
creature from the Vermin table they you will apply the ‘seasoned’
will earn 5 XP (for the whole group); bonuses found in each enemy’s
Common Foes will earn you 10 XP. description.
Defeating an Elite Foe grants 100 XP, Once the player characters
and a Tyrant 150 XP. If an enemy has reach level 30, aside from applying
a modifier to the amount of XP the the Seasoned bonuses, you must
characters earn when they kill it, it also roll on the Veteran Traits table
will be written in their description. (page 69) each time you encounter
Each player is free to distribute an enemy.

“Farthun is a small city built in the shadow of the


infamous Red Keep, home to the tyrant Mostur
of the Setting Sun. T his town is one of the last
ones in the north of the Fractured Dominion, close
to the Scorched Wastes. While theoretically still
rulled by Mostur, he lost his humanity long ago
and the cult that tends to him, the Coven of the
Setting Sun, are the de facto rulers of the region.”
BESTIARY
The Fractured Dominion is home to around; they will attack unprovoked,
many dangerous creatures. While and the player characters will have
most are endemic to the region, to learn how to deal with the
58 others are the product of dark innumerable threats that will cross
magic, or come from different their path.
realities altogether. Thousands of Look closely at enemy
years of adaptation in this harsh details, as some have modifiers to
world have taught most living (and Morale and Loot rolls. Keep those in
nonliving) creatures not to mess mind while facing them!

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.

V����� T���� (�10)


1 Giant Ants
2 Madari Rats
3 Fire Bats
4 Night Beetles
5 Sabershadows
6 Centipedes
7 Spawnlings of Vhol'est
8 Dustsaurs
9 Greylings
10 Bloodfeathers
Giant Ants
These relentless creatures roam the wastes looking for any organic matter to drag
back to their colonies, dead or alive. Small settlements commonly turn to ghost
towns overnight after a swarm of giant ants finds it and carries everyone away. 59
Type: Insect. Morale +1. No loot.
- Number: 2D8
- HP: 1
- Awareness: 20
- Initiative: 8
- Damage: 1
- Against Seasoned Characters: +1 HP.

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

Elite Foes are those that can single-


handedly defeat a whole group of
E���� F��� T���� (�10) player characters. They pose a huge
threat and must be dealt with very
1 Dusk Bear cautiously. The rewards for doing so are
2 Spawn of Vhol'est usually worth the trouble, though many
66 3 Sharani Priest beast-hunters have met their end at the
4 Giant Spider hands (and claws) of these most
5 Bonefiend dangerous creatures. Elite Foes always
6 Blessed One appear alone, but many of them may
7 Monstrous Scorpion perform several attacks per turn.
8 Archelon During combat, remember to assign an
equal number of attacks to each
9 Veteran Water Reaper
character, as you would for
10 Stone Golem
confrontations with several enemies.
Each time you face an Elite Foe, you
must roll on the Veteran Traits Table.

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.

T����� S����� T���� (�6)


1 Regeneration: The Tyrant heals D4 HP per turn for the next 2 turns.
2 Hellfire: This spell deals 2D20 damage to the characters, split evenly.
Enthrall: A random character must succeed a WIL Test or become
3 enthralled by the Tyrant. An enthralled character will fight against their
comrades until the Tyrant dies, or until the character dies.
Enfeeblement: A random character suffers -10 Attack and -10 Defense for
4 the rest of the combat. The effects of this spell may stack with others,
including if the spell is cast several times.
Poisonous Mist: Characters must roll a CON Test or gain the Poisoned
5
condition.
Elemental Fury: The characters must perform a WIL Test successfully or
6
suffer from both the Burning and Chilled conditions.
V������ T����� T���� (D20)
Fear. Each character must perform a WIL Test every turn. If they
1
fail, they suffer a -20 penalty to all actions that turn.
Transfixing Stare. The characters may not run away from this
2
creature.
3 Incombustible. Immune to Burning.
4 Snake Blood. Immune to Poisoned.
5 Southern Kin. Immune to Chilled.
6 Bloodless. Immune to Bleeding.
7 Thick Skull. Immune to Stunned.
Vampiric. This creature heals D4 HP each time it deals damage to
8
a player.
Berserk. Upon reaching 25% remaining health points (rounding
9 up), they deal 1 extra damage per attack, but receive a -10 to their
Defense.
Negate Death. Ignore all damage caused by an attack that would
10
otherwise be fatal. Only works once.
Fire Affinity. All damage inflicted by this creature has a 50% chance
11
(roll with each attack) to cause the Burning condition.
Heart-Stopping Aura. This creature applies the Chilled condition
12
to all characters in its proximity.
Toxic. All damage inflicted by this Veteran has a 50% chance (roll
13 with each attack) to cause the Poisoned condition, due to special
equipment or mystical abilities.
14 Regeneration. This creature heals 2 HP automatically each turn.
Armored. This creature is protected by a thick skin that allows it to
15
ignore 2 damage per attack received.
Shroud of Darkness. This creature is surrounded by a permanent
cloud of darkness. All characters (except the creature itself) suffer
16
the effects of the Blinded condition, unless they have some light
source or spell.
Repelling Force Nimbus. This creature is immune to ranged
17 weapons attacks, thanks to a constant field surrounding it that
stops all projectiles.
Disarming Tentacles. Once per turn, the characters must perform
18 a DEX Test to avoid being disarmed. If failed, they lose their
weapon and must spend a turn recovering it.
Thorns. If fighting in melee range, the player must perform a DEX
19
Test every turn or suffer D10 damage.
20 Endurance. This creature may lose no more than 10 HP per attack.
Adding Variety
As an optional rule, you may roll on the following table after you encounter an
enemy of any kind, to add a bit more variety:

NPC T����� T���� (�10)


1 Strong. Has +5 Offense
72 2 Weak. Has -5 Offense
3 Fast. Always wins the initiative
4 Slow. Always loses the initiative
Fragile. Receives 2 extra damage from all
5
attacks
6 Sturdy. Ignores 2 damage per attack received
7 Brutal. Deals 2 extra damage per attack
8 Cautious. Has -10 to Offense
9 Bold. Has -5 to Defense, but +5 to Offense
Fearful. Has +10 Defense, retreats at 75%
10
health (consider it defeated)

“Little is known about the lands to the south of


the Twilight. It is said that some still inhabit the
frozen wastes, somehow surviving below the thick
ice. Rumors of a city near a lake of liquid fire
have ignited the minds of the populace, who spread
tales of a life beyond the reach of the Tyrants and
their masters. Alas, this is all but lies, created to
give hope to those living under the yoke of tyranny
and despair.”
- Prenwal Guin, Lorekeeper of the Children of
Rebellion
RESCUE PARTY
“Rescue party” is an introductory While you are finishing a stew of
adventure designed to ease the questionable quality, you start to
player into the game's rules, without feel relaxed enough to check your
74 having to worry about generating a surroundings. Nobody would
location to explore. Simply follow the mistake this place for a bustling
steps and descriptions below. It's a urban tavern, but you do see other
short and engaging adventure that travelers sitting at some nearby
will lead the characters to the tables, as well as a bunch of locals
dangerous Tomb of Kal-Tharas. The huddled close together in furtive
first time the player characters conversation. Their voices raise now
encounter a settlement (as per the and then, as they discuss something
rules of Hex Exploration), this very heatedly while trying not to
settlement will be the town of Eshran. attract any attention. This
immediately makes you pay more
P��� 1 attention.
“Just another dust-covered town” “...and I told her, I told her not to
After days of roaming the empty let the lad go with him! I knew this
landscape, partially following an old would happen; you cannot trust a
road, you see the familiar shapes of foreigner to take care of your kid. He
civilization in the distance. It appears may be a clever boy, but we all know
to be some sort of settlement, the what horrors roam these lands,
first you have encountered in a especially around the ruins...”. You
while. This will be a great hear murmurs of approval, and see
opportunity to hunt for rumors and the other men nodding. The man
get some warm food. A few hours speaking seems to be in his late
later you cross the decaying gates, fifties, and he has the appearance of
where an old, bored guard stares at someone who has been working this
you with suspicion, but not enough harsh land his whole life. He has
to question you. He lets you pass strong muscled arms, dirt under his
unchallenged. This “town” is no fingernails and a permanent scowl
more than a few ruined houses, with on his face. He suddenly turns his
very few people coming and going. head toward you, his eyes narrowing
You overhear the name of the town: when he realizes you've been
Eshran. It seems that the only reason listening to their conversation.
this place exists is because it's close “Didn't your mother teach you not
enough to a trade route to be to listen to other people's
appealing to weary travelers. Before conversations?”, he says, infuriated.
long you find an inn, get some rest He faces toward you, the other men
and grab something to eat. following behind. Before he can say
another word though, a woman say no. I know he would have
coming from the kitchen interferes. sneaked out anyway... You know he
“Leave the customers alone, you old would have, right, Staud?”, she looks
geezer! Things are already bad over her shoulder at the man she 75
enough around here without you berated before, looking for support.
starting a fight!”. The woman is in “Of course he would have, he’s an
her thirties and has the tired and independent one, that one”, the
swollen eyes of someone who has man says while resting his hand on
been crying for several days. You can the woman's shoulder. “There is no
also tell by her eyes that though she controlling that boy once he's
is suffering and knows this won’t be decided he wants to do
the last time, she is holding tight to something...”.
her resolve. She approaches your The woman looks back to you, a
table, standing between you and the spark of hope in her eyes. “But you!
men. “My apologies, traveler”, she You are also a traveler and judging by
says, “the past days have been your weapons you are used to facing
rough, and we are all on edge”. Your danger. My boy has been gone for
curiosity now genuinely piqued, you almost a week, so he must be in
gently ask what happened. Barely trouble! I beg you please, please go
holding back tears, the woman to that place and bring him back
speaks. “Not even a week ago a man home. I'll do whatever you want,
came here. He was a traveler, an give you everything I own. But
explorer, looking for directions. My
boy Rhal was serving tables that day,
and somehow convinced the man he
could guide him to the ruins. We all
know about the ruins, they were
there before Eshran even existed,
but we don't talk about them or
acknowledge their existence. It's
bad luck, that place is cursed!” Her
voice breaks while she starts to sob,
but regaining control she continues,
“But Rhal is a stubborn boy, a brave
boy... He was so full of enthusiasm
when he asked me for permission,
planning all these things he was
going to do with the payment the
man was going to give him. I couldn't
please! You must help me!” By the and spoil the adventure!
time she finishes talking she is on her - One of the player characters
knees, begging you with tears in her will need to be carrying a light
eyes. The room is quiet, and source, otherwise the party will
everybody is staring at you. suffer the penalties for fighting in
This did not go as you had hoped the dark, found in the Combat
it would. She leaves you with no section (page 52).
option but to agree; things are - The normal wandering enemies
already heated enough here without rule applies to the tomb; each time 77
you refusing to help a poor mother your party goes through a corridor
find her lost boy... Besides, who or explored room, roll a D10. On a roll
knows what treasures you will find? of 1-2 a wandering enemy appears.
You smile and accept. - Most rooms have no door, but
Wiping the tears off her eyes, some do as indicated on the map.
the woman thanks you with a smile, Follow the standard rules for locked
offering you free accommodations doors (page 44).
and as much food and drink as you - Each time the party enters a
want. You quickly prepare for the room (including the entrance), roll
next morning, when you meet a local 2D10+X where X is the number of
man who agrees to take you to the rooms you have explored past room
aforementioned ruins. 1. On a roll of 20 or more, the Spawn
Whathaveyougottenyourselfinto? of Vhol'est roaming the tomb
appears and attacks the party. If
P��� 2 defeated, you find a trapezoidal
Traveling to the Tomb stone made of a quartz like material
Once you leave the town, go to the buried in the creature's chest, in
closest unexplored hex. Roll a D10; addition to normal loot. Assign this
on a roll of 1-8 you find the ruins stone to one of your characters.
(your guide has a pretty good idea - Once you are done exploring
where they are, but he has never the place (or simply want to leave),
actually been there). If not, go to the remember that you will need to
next unexplored hex. Once you find retrace your steps and roll random
it, you are left alone as your guide encounter checks for each room and
heads back home as fast as he can. corridor in order to exit safely!

P��� 3 The Tomb


Exploring the Tomb 1. The half-buried entrance of the
- While exploring the inside of tomb leads into an empty chamber.
the tomb, simply follow the map. You see the remains of long-dead
The party will start in position animals scattered around, but you
number 1, but from there you are ignore them in favor of a trail of
free to explore the place as you see footprints. They are relatively recent,
fit. Read each room's description as not older than a couple of days. You
you enter it but try not to read ahead are in the right place.
2. Roll on the Room Contents Table. 7. Roll on the Room Contents Table.
If you get a Special Feature result, If you get a Special Feature result,
ignore it and roll again. ignore it and roll again.

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.

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