You are on page 1of 82

Left front endpage - Rules

summary
Right Front endpage - Rules
summary
Splash image
Draft 7 for Kickstarter
WORK IN PROGRESS
Table of contents
Introduction
Knave is a tabletop adventure game, my contribution to a
game tradition begun by David Wesley, Dave Arneson
and E. Gary Gygax between 1969 and 1974. As such, it is
broadly compatible with the monsters, items, and
adventures created in that tradition.
Like its predecessors, Knave’s gameplay is fundamentally
open-ended. Its goal it to help groups portray a believable
otherworld that players can explore and interact with
through their characters, guided by the world’s internal
logic and Game Master’s rulings. Anything may be
attempted. Survival is not guaranteed.
Knave is also open-ended when it comes to its rules,
which are intended as a starting point to help get a group
off the ground. They focus on the traditional framework
in which characters set out from a safe haven into the
wild, explore dangerous ruins and dungeons for treasure,
and then return to the haven to recuperate. However,
nothing in these rules is sacrosanct. Within a year they
will probably look very different at your table, as your
group tailors them to fit the way you like to play. The
game is yours and no one else’s.
At the end of this book I have added a “designer’s
commentary” section, explaining why I wrote the rules
the way I did. I hope you find it useful when creating
your own.
immerse the players: Pull the players
Game Master into the world by making it a living,
reactive, internally consistent place. Use
Duties random tables and generators to keep
things fresh and surprising.
create locations to explore: A good
location is seeded with treasures, traps, reveal the world: Give the players
friends, foes, monsters, devices, secrets, plenty of information about what is
problems without obvious solutions, and happening around them. When in doubt,
powder-keg situations ready to explode. give them more. Without information,
Avoid linear environments and provide players cannot make choices.
multiple routes to most areas. signpost danger: The more dangerous
flesh out the supporting cast: Give a thing is, the more obvious it should be.
NPCs and monsters personalities, goals, Don’t penalize players for things they
fears, loyalties and motivations, and could not have avoided.
entangle their lives together. reward smart plans: When players
let the players guide the action: figure out clever ways to bypass or
Never plan out a plot for the players to eliminate obstacles, don’t try to stop them.
experience. Players are unpredictable and In fact, consider making such plans
a session’s outcome should be a surprise to automatically succeed. Creative problem
everyone. solving is a core skill of the game, and
parties that are good at it should prosper.
keep the game moving: Point to players
and ask, “What are you doing? X, Y, or keep time records: Time is a resource
something else?” If necessary, appoint a for players, and wasting it should have
“caller” to summarize the players’ actions consequences. Make a calendar and track
if they spend too much time debating. the days. What are other NPCs and
factions up to while the players are
use common sense: Most actions the adventuring? What threats are advancing?
PCs take should simply succeed or fail.
Avoid making them roll for everything. edit the rules: The rules are your
servant, not your master. If a rule isn’t
make impartial and consistent working the way your group likes, talk to
rulings: The players should be playing them about it and tailor things to fit.
against the world, not against you. Roll
your dice out in the open and don’t fudge
the results.
apply tactical infinity: Treat the
Player Duties game world as if it was real and turn every
aspect of it to your advantage. No detail is
assist the game master: Show up on
simply “flavor.” Anything (within reason)
time, bring snacks, learn the rules, keep
can be attempted!
session notes, draw maps, be ready for
your turn, and communicate your long- scheme: Avoid risky plans that require
term plans so the GM can have things you to roll dice. Instead, create plans so
prepared for the next session. bulletproof that success is certain. Use
psychology, magic, allies, equipment, and
create a character: Work with the
the environment to overcome obstacles
group to make sure your PC meshes with
rather than just your PC’s ability scores.
the campaign’s setting and tone. Give
your PC distinctive features to make them think ahead: Remember that your
memorable, but don’t worry about actions can have long-term consequences
coming up with an elaborate backstory. and NPCs will remember what you’ve
The game is about what happens in play, done. Rash or impulsive actions can come
not what came before it. Note that in back to haunt you.
some games you can create a stable of fight dirty: Try to win fights before
multiple PCs that you switch between. they begin by rigging things in your favor.
play your character: You can describe Avoid conflicts where you don’t have the
your actions in first or third person; you upper hand. Combat in Knave is neither
can put on a voice, or not. It’s up to you. balanced nor fair, so assume that your
Cooperate with the other players and character’s life is is at stake any time
avoid creating intra-party conflicts unless swords are drawn.
the other players agree to it. prepare to die: Embrace your PC’s
take initiative: Set your own goals and death when it happens and roll up a new
make your own fun. Seek out adventure character to take their place. Losing a PC
rather than waiting for it to come to you. can be painful, but it makes for great
Passive PCs can stall the game. stories, lets you try out new characters,
and can thrust the party into unexpected
ask questions: Information is the
situations. Ultimately, the game is about
lifeblood of the game, so get as much of it
the adventures of the whole party, not
as possible from the GM. In addition,
one character.
search rooms, learn languages, interrogate
prisoners, consult sages, etc.
Ability Scores PC Creation
PCs have six abilities, each with scores record ability scores: Distribute 3
rated from 0 to 10. These scores are often points between your PC’s ability scores.
added to checks (p. XX). A PC’s highest More than 1 point can be placed in the
ability scores helps determine the kind of same score. Or, let fate decide by rolling
character they are. 3d6, with each die adding 1 to the ability
1. strength (str): The Fighter ability. score matching the number it rolled.
Added to melee attacks and checks Example: rolling 3-5-5 means CON (the 3rd
requiring power like climbing and lifting. ability) is 1 and WIS (the 5th ability) is 2. All
2. dexterity (dex): The Thief ability. other abilities have a score of 0.
Added to checks requiring agility and record secondary stats: PCs start at
reflexes like dodging, sneaking, picking level 1 with 0 XP. They have 10 + CON
pockets, sleight of hand, etc. item slots and d6 starting and maximum
3. constitution (con): The Adventurer Hit Points (HP).
ability. Important for every PC. Added to record careers: Roll or pick two
checks to resist poison, intoxication, cold, careers from the list on the next page. You
etc. PCs have 10+CON item slots and can gain those careers’ items, as well any of
take 10+CON wounds before dying. the following that you can carry: 3d6×10
4. intelligence (int): The Magic-User coins, 2 rations, a 50’ rope, 2 torches, any
ability. Added to checks requiring armor pieces (p. XX), any weapon (p. XX)
cunning, like crafting, lock picking, and a quiver of 20 arrows. If the PC has
potion-making, etc. PCs can cast INT any points in INT, they may receive a
spells per day. random spell book (p. XX) for each point.
PCs are human by default.
5. wisdom (wis): The Ranger ability.
Added to ranged attacks and wilderness finishing touches: Name your
checks like foraging and navigating. character and describe them. You may use
the NPC random tables (p. XX) if you
6. charisma (cha): The Cleric ability. need ideas to help flesh them out.
Added to social, initiative, and divine
intervention checks. PCs can have a
maximum of CHA NPC companions.
careers
1 acolyte: candlestick, censer, incense 51 jailer: padlock, 10’ chain, wine jug
2 acrobat: flash powder, balls, lamp oil 52 jester: scepter, donkey head, motley
3 actor: wig, makeup, costume 53 jeweler: pliers, loupe, tweezers
4 alchemist: acid, mortar/pestle, 6 vials 54 knight: lady’s favor, banner, signet ring
5 antiquarian: old coin, flag, lore book 55 kidnapper: chloroform, manacles, hood
6 arcanist: spell book, arcane robes, chalk 56 lawyer: fancy robe, law book, certificate
7 architect: plumb line, level, ruler 57 locksmith: crowbar, picks, padlock
8 assassin: crossbow, garrote, soft boots 58 mason: chisel, hammer, chalk
9 astrologer: star charts, almanac, telescope 59 merchant: scales, strongbox, bag of spice
10 baker: rolling pin, flour bag, lard block 60 miner: pickaxe, lantern, pet canary
11 bandit: mask, manacles, caltrops 61 musician: 3 instruments
12 barber: scissors, hair oil, straight razor 62 naturalist: fossil, insect case, geode
13 beast tamer: whip, gloves, leash 63 officer: shoe polish, medal, spyglass
14 beekeeper: honey, mask, smoke bomb 64 oracle: tea leaves, tarot deck, crystal
15 blacksmith: hammer, bellows, tongs 65 orator: 100 marbles, bullhorn, wax tablet
16 boatman: 10’ pole, instrument, paddle 66 painter: linseed oil, pigments, brushes
17 bookbinder: sewing kit, glue, quill/ink 67 peddler: bucket, 300’ twine, mirror
18 brewer: mash paddle, beer keg, hops 68 philosopher: staff, lantern, chalk
19 burglar: lockpicks, grappling hook, rope 69 physician: saw, scalpel, wine jug
20 butcher: cleaver, meat hook, bacon 70 pilgrim: staff, relic, letter of passage
21 candlemaker: 10 candles, lamp oil, wax 71 pirate: sextant, cannonball, grappling hook
22 carpenter: hammer, saw, box of nails 72 pit fighter: net, whip, wine jub
23 charlatan: costume, fake elixir, degree 73 playwright: quill/ink, skull, 10 candles
24 cobbler: leather roll, fancy shoes, tacks 74 poacher: animal scent, bow, 20 arrows
25 coachman: whip, lockbox, oilskin coat 75 poet: stationary, bell, perfume
26 cook: frying pan, salt, olive oil 76 priest: holy water, 10 stakes, prayer book
27 courier: oilskin bag, local map, lantern 77 prospector: 10 iron spikes, pickaxe, pan
28 courtier: perfume, wig, fan 78 puppeteer: confetti, puppet, sewing kit
29 cultist: dagger, ritual robes, amulet 79 rat catcher: cage, 10 rat traps, sack
30 cutpurse: knife, caltrops, sack 80 saboteur: air bladder, crowbar, bomb
31 dyer: 10’ pole, dyes, soap 81 sailor: beeswax, pullies, spyglass
32 explorer: sextant, spyglass, crampons 82 scout: signal flags, black grease, dice
33 falconer: bird cage, gloves, whistle 83 scribe: lamp oil, quill/ink, sealing wax
34 fence: short sword, file, sealing wax 84 sculptor: chisel, clay, calipers
35 fisherman: spear, net, fishing tackle 85 servant: sponge, silverware, poker
36 folklorist: prophecy, bones, scales 86 shepherd: crook, instrument, sling
37 gambler: rapier, card deck, dice 87 shipwright: drill, hammer, axe
38 gamekeeper: sling, horn, rope ladder 88 singer: mirror, makeup, locket
39 gardener: sickle, shovel, shears 89 smuggler: pulleys, rope, makeup
40 grave robber: saw, crowbar, pulleys 90 soldier: tent, card deck, shovel
41 gravedigger: shovel, pickaxe, bucket 91 spy: caltrops, poison, forged papers
42 groom: oats, horse brush, blanket 92 squire: torch, armor polish, trumpet
43 guard: halberd, livery, horn 93 tailor: sewing kit, scissors, soap
44 headsman: axe, hood, garrote 94 tattooist: soot pot, needles, 10 candles
45 herbalist: herbs, sickle, herb manual 95 thieftaker: bear trap, manacles, torch
46 hermit: staff, fungi, basket 96 thug: poison, knife, lamp oil
47 hunter: tent, bearskin, bear trap 97 torturer: drill, hourglass, 10’ chain
48 innkeeper: ladle, 10 candles, cauldron 98 trapper: bear trap, 300’ twine, bear pelt
49 inquisitor: manual, vestments, pliers 99 watchman: lantern, trumpet, spear
50 investigator: journal, manacles, vial 00 woodcutter: axe, firewood, 50’ rope
Item Slots & Leveling Up
Wounds experience points: PCs are awarded 1
experience point (XP) for each coin (c)
slots: PCs have 10 + CON item slots to worth of treasure recovered from
record their equipment. Most items, dungeons and returned to civilization,
including groups of small items that could split evenly between all PCs who assisted.
fit in one hand, take up one slot. Items A dungeon can be any kind of remote,
that require two hands take two slots. 500 dangerous environment ripe for looting
coins use a full slot. 20 arrows in a quiver and exploring, such as castles, prisons,
use a full slot. lairs, and tombs. If you are using a pre-
damage: Damage a PC receives is made dungeon from another RPG that
subtracted from their HP. Once their HP uses copper, silver, gold, and platinum
reaches 0, each point of damage fills an coins (each worth 10 times the last), then
item slot with an appropriate wound count each gold coin as 1c.
(stabbed, frozen, burned, etc.), from the leveling up: At certain XP thresholds,
highest slot to the lowest. Items in an PCs gain a level, which adds 1 to three
wounded slot must be dropped, or the PC different ability scores. These scores can
will be immobilized. The GM may rule be picked by the player, chosen randomly,
that an item in a wounded slot is damaged or a combination of both. Each level also
or destroyed, if appropriate. allows the player to reroll their PC’s HP
direct damage: Direct damage bypasses maximum using one additional d6. If the
HP and adds wounds directly. This occurs rolled total is not greater than their last
in situations where a creature’s combat maximum, add 1 to the last maximum.
skills would not protect them (e.g. when
falling or attacked unawares). Monsters
receive triple damage from direct damage,
level xp total hp max title
since they do not have item slots.
1 0 1d6 Wretch
death: PCs die when all of their slots are 2 2000 2d6 Lowlife
filled with wounds. Creatures without 3 4000 3d6 Hoodlum
slots, like monsters, simply die at 0 HP. 4 8000 4d6 Fool
5 16000 5d6 Dastard
healing: PCs’ hit points return to 6 32,000 6d6 Cad
maximum each morning, as long as they 7 64,000 7d6 Gadabout
slept for two watches and ate a meal the 8 125,000 8d6 Rogue
night before. If they are in a safe haven 9 250,000 9d6 Jack
they also heal one wound. 10 500,000 10d6 Knave
modifiers: The GM can apply +5
Checks bonuses for each advantage and -5
penalties for each disadvantage that the
When a creature attempts something
rolling player has on a check. (Example
risky, they make a check by rolling a d20
advantages: having a related career, a
and adding one of their ability scores. If
clever approach, extra time, the right
their total meets or exceeds a target
tools, etc.)
number set by the GM, they succeed.
social checks: In most cases, the
If a creature doesn’t have ability scores,
outcome of social interactions can be
the GM can use its level instead. If the
resolved with common sense and
creature seems like it would be bad at the
roleplaying, but in a risky situation the
action, use half its level or zero instead.
GM may call for a check. These are made
Don’t use checks to solve problems that using the PC’s CHA vs. the NPC’s WIS or
the player could solve with some CHA, depending on the context.
creativity and critical thinking. Some Modifiers may be applied based on the
actions may be impossible unless the PC target’s disposition and relationship to the
has the proper tools or training. PC, factional or moral alignment, the PC’s
setting the target number: Start phrasing, bribes, threats, etc.
with 11 and then add a difficulty rating lore checks: Checks are not necessary
from 0-10 (5 by default). If the check is for a PC to recall lore. PCs automatically
against another creature, the difficulty know all common knowledge and any
rating is equal to their relevant ability specialized knowledge covered by their
score or level. In an attack, the difficulty is careers. Any other knowledge must be
the target’s armor points (the target discovered in-game.
number in this case is called Armor Class.)
search checks: Hidden things are either
reversing checks: Checks in Knave are automatically discovered after enough
reversible, meaning that either side can be time is spent searching, or they cannot be
the one to roll. It is possible to play Knave found without taking in-game actions.
with only the players rolling checks. Obvious features of an area should be
Example: a goblin trying to strike a PC could described right away to PCs, and details
add its level to the d20, trying to hit the PC’s should be described as players ask
Armor Class (11 + the PC’s armor points). Or, questions and investigate. See pages XX
to reverse the roll, the PC could add their and XX for more information about
armor points to the d20, aiming for a target searching dungeon rooms or wilderness
number of 11 + the goblin’s level. The odds of hexes.
the goblin hitting are the same either way.
foraging: Finding food takes a watch
Traveling and requires a WIS check, with modifiers
for weather, terrain, etc. On a success, a
watches: While traveling, days are
PC collects d6 rations. One ration fills an
divided into six four-hour watches: three
item slot.
for day, three for night. Most major
actions (traveling, foraging, searching the travel hazard die: At the end of
etc.) take one watch to complete. each watch, roll the Travel Hazard Die
and apply the result.
travel speed: PCs can move one six-
d6 travel hazard die results
mile hex per watch, up to 3 times per day.
1 encounter: The party has an
Each watch spent traveling after the third
encounter, usually rolled from a table
deals 1 direct damage to each PC unless
designed for the region or terrain type.
they succeed at a CON check. Speed is
The GM determines the encounter’s
halved when traveling in darkness,
reaction, activity, distance from the
through difficult terrain, or in severe
party, and if they are surprised (p. XX.)
weather. It is doubled when riding a
2 fatigue: Each party member takes 1
mount.
damage unless they spend the next
navigation: If the terrain or weather is watch resting. Damage may be higher
disorienting, the GM may require a WIS in severe weather or difficult terrain.
check (which the GM rolls in secret) to Ignore this result while camping.
see if the party accidentally moves in a 3 depletion: Roll a d6 for each
random direction. perishable item (rations, monster parts,
exploring: The party can spend a watch etc.). On a 1 it has expired and must be
exploring the area of a six-mile hex to thrown out.
automatically reveal any areas of interest 4 travel shift: The weather changes
(such as an overgrown ruin, a hidden (p. XX) or a local event begins.
pool, etc.) that wouldn’t be noticed by 5 sign: Roll a random encounter (p. XX)
simply passing through. but rather than meeting it, the party
secret features: Secret features (such finds a sign that it is near by. Use the
as buried treasure or a hidden door into a table on page XX as inspiration. The
mountain) should have corresponding next time a 1 comes up on the dungeon
clues revealed by exploring the hex. They hazard die, the party meets that
can only be found by the PCs interacting encounter. Alternatively, reveal a clue
with the game world. to something hidden nearby.
6 free: No effect.
travel shifts
Weather 1 Acid rain 51 Humidity
changing the weather: At the start of 2 Animal migration 52 Hurricane
the game roll on Current Weather table 3 Anvil cloud 53 Ice storm
4 Ash cloud 54 Insect swarm
below or one that you’ve created to fit
5 Ash rain 55 Landslide
your setting (the Travel Shifts table is 6 Ashfall 56 Lava flow
useful for this). Reroll whenever a 4 is 7 Avalanche 57 Light winds
rolled on the Travel Hazard Die. See the 8 Ball lightning 58 Lunar eclipse
following suggestions for weather effects. 9 Bird migration 59 Meteor shower
rain: Everything gets soaked. Heavy rain 10 Black blizzard 60 Mirage
11 Blizzard 61 Mist
reduces visibility, disorients, slows 12 Blood moon 62 Misty rain
movement, drowns out sound, and creates 13 Brush fire 63 Monsoon
mud. May cause flooding and landslides if 14 City event (p. xx) 64 Mudflow
it goes on for long enough. 15 Cloudburst 65 Murmuration
hail: Reduces visibility, disorients, slows 16 Cold wave 66 Northern lights
17 Cold weather 67 Overcast
movement, and drowns out sound.
18 Color sky (p. xx) 68 Planet alignment
lightning: Spooks animals and ignites 19 Delusion (p. xx) 69 Pollen cloud
things. Generally does not strike PCs (3d6 20Dense fog 70 Pyroclastic flow
damage) unless they are asking for it. 21 Disaster (p. xx) 71 Rain of fish
22 Downburst 72 Rain of frogs
wind: Carries scents and makes ranged 23 Drizzle 73 Rain of worms
attacks difficult. Can reduce visibility if 24 Dust devil 74 Rainbow
rain or dust is present. Strong winds slow 25 Dust storm 75 Salt storm
movement, drown out sound, and blow 26 Earthquake 76 Sandstorm
things over. 27 Effect rain (p. xx) 77 Scent (p. xx)
28 Electric storms 78 Showers
fog: Reduces visibility and disorients. 29 Element rain (p. xx)79 Smog
snow: Reduces visibility and slows 30 Fire whirls 80Smoke
movement. Heavy snow also disorients. 31 Fireflies 81 Solar eclipse
32 Firestorms 82 Sound (p. xx)
temperature: Hot and cold weather can 33 Flash flood 83 Stampede
increase fatigue damage to unprepared 34 Flooding 84 Star jelly
PCs. Freezing or extremely hot weather 35 Fluffy clouds 85 Steam devils
may cause damage every watch. 36 Fog 86 Strong winds
37 Food rain (p. xx) 87 Sulfur clouds
2d6 weather 38 Forest fire 88 Swamp lights
2 Thunderstorm, blizzard in winter 39 Freezing fog 89 Taste rain (p. xx)
3 Heavy rain, heavy snow in winter 40 Freezing rain 90 Texture rain (p. xx)
4 Cold for the season 41 Grass fire 91 Thunderstorms
5 Light rain, snow in winter 42 Haboob 92 Tornado
6 Cool for the season 43 Hail 93 Tremors
7 Mild for the season 44 Hailstorm 94 Volcanic bombs
8 Warm for the season 45 Haze 95 Warm rain
9 Windy 46 Heat lightning 96 Warm winds
10 Hot for the season 47 Heatwave 97 Waterspouts
11 Strong winds 48 Heavy rain 98 Weapon rain (p. xx)
12
Hail in spring, humidity in summer, 49 Hot weather 99 Windstorm
fog in fall, frost in winter 50 Hot winds 00Wispy clouds
signs regions
1 Arguing 51 Middens 1 Ashland 51 Lava field
2 Ash 52 Misc. item (p. xx) 2 Badland 52 Lava tube
3 Bile 53 Molted husk 3 Bamboo forest 53 Loch
4 Blade marks 54 Monster part (p. xx) 4 Basalt columns 54 Mangrove swamp
5 Blood 55 Mounds 5 Bay 55 Marsh
6 Blood tracks 56 Mucus 6 Beach 56 Meadow
7 Bone fragments 57 Mud tracks 7 Bluff 57 Mesa
8 Bones 58 Musk 8 Bog 58 Mire
9 Boreholes 59 Nest 9 Boulder field 59 Moor
10 Bowers 60 Nesting sounds 10 Brook 60 Mountain
11 Broken branches 61 Offspring 11 Butte 61 Mud Plain
12 Hazard (p. xx) 62 Pellets 12 Caldera 62 Oasis
13 Burrow 63 Pheromones 13 Canyon 63 Oil seep
14 Carcass 64 Polished surface 14 Cave 64 Pass
15 Chewed plants 65 Pollen 15 Cliff 65 Pasture
16 Claw marks 66 Ritual remnants 16 Cloud forest 66 Petrified forest
17 Clothing (p. xx) 67 Saliva 17 Coniferous forest 67 Pit
18 Cocoons 68 Scales 18 Copse 68 Plateau
19 Crushed grass 69 Scent (p. xx) 19 Crag 69 Pond
20Dams 70 Scorch marks 20Crater 70 Prairie
21 Diagrams 71 Shadows 21 Creek 71 Quicksand
22 Digging sounds 72 Shed skin 22 Crossing 72 Rainforest
23 Droppings 73 Shells 23 Crystals 73 Rapids
24 Droppings scent 74 Signaling sounds 24 Deciduous forest 74 Ravine
25 Eggs 75 Singing 25 Delta 75 Ridge
26 Eggshells 76 Slime trails 26 Den 76 River
27 Element trail (p. xx)77 Sound (p. xx) 27 Dunes 77 Riverland
28 Fabric scrap (p. xx) 78 Stalking sounds 28 Dust bowl 78 Rockslide
29 Fallen trees 79 Stripped bark 29 Fen 79 Salt Flat
30 Feathers 80Symbols 30 Fjord 80Salt Marsh
31 Fighting sounds 81 Teeth marks 31 Floodplain 81 Savanna
32 Fire pit 82 Texture trail (p. xx) 32 Gas vent 82 Scree Slope
33 Flags 83 Tool (p. xx) 33 Geyser 83 Scrubland
34 Fleeing prey 84 Trails 34 Glacier 84 Sinkhole
35 Food cache 85 Traps 35 Gorge 85 Spring
36 Food scent 86 Trash 36 Grotto 86 Steppe
37 Food scraps (p. xx) 87 Tree scratches 37 Grove 87 Stream
38 Footprints 88 Tunnels 38 Gulch 88 Sulfur Spring
39 Fruit pits 89 Urine 39 Heath 89 Swamp
40 Fur 90 Urine scent 40 Highland 90 Taiga
41 Graffiti 91 Voices 41 Hollow 91 Tar Pit
42 Graves 92 Wallows 42 Hoodoo 92 Thicket
43 Hives 93 Warning scent 43 Hot Spring 93 Tundra
44 Hunters 94 Warning sounds 44 Ice Sheet 94 Valley
45 Injured prey 95 Warnings 45 Jungle 95 Volcanic Plain
46 Lair 96 Wax 46 Knoll 96 Volcano
47 Lair scent 97 Weapon (p. xx) 47 Lagoon 97 Wasteland
48 Letters 98 Webs 48 Lair 98 Waterfall
49 Mating ground 99 Wings 49 Lake 99 Wetlands
50 Mechanism (p. xx) 00Worshipers 50 Lakebed 00Whirlpool
structures place traits
1 Abbey 51 Lighthouse 1 Ashen 51 Loathsome
2 Altar 52 Logging Camp 2 Bewitching 52 Mechanical
3 Amphitheater 53 Manor 3 Black 53 Miniature
4 Aqueduct 54 Market 4 Blessed 54 Misty
5 Archive 55 Memorial 5 Blighted 55 Murmuring
6 Asylum 56 Mill 6 Bloody 56 Mysterious
7 Bandit Camp 57 Mine 7 Boiling 57 Oozing
8 Barn 58 Monastery 8 Bright 58 Overgrown
9 Battlefield 59 Monolith 9 Broken 59 Perilous
10 Bell Tower 60 Monument 10 Buried 60 Petrified
11 Bonfire 61 Mosaic 11 Burning 61 Phantasmal
12 Bower 62 Mule Track 12 Celestial 62 Phasing
13 Brazier 63 Obelisk 13 Charred 63 Planar
14 Cairn 64 Orchard 14 Collapsed 64 Pristine
15 Cart Track 65 Outpost 15 Crawling 65 Ravaged
16 Castle 66 Paved Road 16 Crimson 66 Ravenous
17 Catacomb 67 Pen 17 Crumbling 67 Restless
18 Chapel 68 Pilgrim Camp 18 Crystalline 68 Revered
19 City 69 Pillar 19 Cursed 69 Savage
20Cistern 70 Port 20Dark 70 Scorching
21 Convent 71 Prison 21 Dead 71 Screaming
22 Crossroads 72 Pyramid 22 Desolate 72 Shadowy
23 Dam 73 Refugee Camp 23 Disorienting 73 Shifting
24 Dirt Road 74 Road 24 Divine 74 Shifting
25 Dolmen 75 Ruin 25 Doomed 75 Shining
26 Dungeon 76 Shepherd Hut 26 Echoing 76 Shivering
27 Farm 77 Shrine 27 Eerie 77 Shrouded
28 Ferry 78 Signal Tower 28 Elder 78 Silent
29 Festival 79 Stable 29 Eldritch 79 Singing
30 Fishing Hut 80Statue 30 Endless 80Sinister
31 Ford 81 Stone Bridge 31 Eroded 81 Sinking
32 Forester Lodge 82 Stone Circle 32 Filthy 82 Sleeping
33 Fort 83 Surveyor Camp 33 Flooded 83 Stony
34 Gallows 84 Tavern 34 Forbidden 84 Sunken
35 Garden 85 Temple 35 Forgotten 85 Swamped
36 Garrison 86 Toll House 36 Frozen 86 Swarming
37 Gate 87 Tomb 37 Ghostly 87 Sweltering
38 Gibbet 88 Tower 38 Glittering 88 Terrifying
39 Graveyard 89 Town 39 Gloomy 89 Thorny
40 Hamlet 90 Trader Camp 40 Golden 90 Thundering
41 Hedge 91 Trail 41 Grim 91 Twisting
42 Henge 92 Trap 42 Haunted 92 Unquiet
43 Hermitage 93 Village 43 Hidden 93 Vandalized
44 Hideout 94 Wall 44 Holy 94 Vast
45 Highway 95 Watchtower 45 Humid 95 Watching
46 Hunter’s Camp 96 Watermill 46 Infernal 96 Whispering
47 Hunting Lodge 97 Well 47 Infested 97 Windy
48 Inn 98 Windmill 48 Jagged 98 Withered
49 Keep 99 Wizard Tower 49 Labyrinthine 99 Wondrous
50 Library 00Wooden Bridge 50 Living 00Writhing
walking speed: 2,400 feet per turn. PCs
Delving are surprised by all encounters and spring
all traps, but may still map. Walking speed
turns: While dungeon delving, time is
is usually used when backtracking
tracked in 10-minute segments called
through areas the party has already
turns. Most actions (moving, searching,
explored.
fighting, resting, etc.) take up one turn.
running speed: 4,800 feet per turn. PCs
the dungeon hazard die: At the end of
are surprised by all encounters, spring all
each turn, roll the Dungeon Hazard Die
traps, and cannot map their environment.
and apply the result.
Candles are blown out. Running speed is
d6 dungeon hazard die results typically used as a last resort, usually when
1 encounter: The party has an the party is fleeing for their lives.
encounter (p. XX), usually rolled from
candles: Candles reveal general shapes
a table designed for the dungeon. The
within 20 feet, and details within 5 feet.
GM determines the encounter’s
They last for 8 hours, or a whole dungeon
reaction, activity, distance from the
crawling expedition. 10 candles fill a slot.
party, and if they are surprised.
2 fatigue: Each party member takes 1 torches: Torches reveal general shapes
damage unless the spend the next turn within 40 feet, and details within 10 feet.
resting. The damage may be higher in The brightness of torches lets the party
dungeons with particularly harsh search areas faster (see Searching below),
conditions. Ignore this result while but they take up more slots than candles
resting. and burn out when a 3 is rolled on the
3 burn: Lit torches burn out. Dungeon Hazard Die.
4 dungeon shift: The dungeon lanterns: Lanterns are candles inside a
environment changes. If a dungeon glass or parchment frame. Like candles,
doesn’t have any obvious shifts, use they last a whole dungeon crawling
minor effects like sounds, temperature expedition, but their case prevents them
shifts, wind, falling debris, apparitions, from being blown out. Lanterns are great
or vermin. Use the list of shifts on the as an emergency back-up light when your
next page as inspiration. torches run out.
5 sign: Roll a random encounter (p. XX) darkness: In total darkness, checks
but rather than meeting it, the party involving movement or coordination
finds a sign that it is near by. Use the have a -10 penalty. PCs will be surprised
table on page XX as inspiration. The by all encounters, spring all traps, and
next time a 1 comes up on the dungeon cannot map their environment. It’s
hazard die, the party meets that important to never be caught in total
encounter. Alternatively, reveal a clue darkness, so bring plenty of light sources.
to something hidden nearby.
6 free: No effect. searching: One turn spent searching a
room reveals any non-obvious features (a
crawling speed: 120 feet per turn. PCs statuette inside a drawer, a cracked tile,
spend most of this time standing still and etc.) as well as any clues to secrets. In dim
listening, testing surfaces, and drawing light like candlelight, this takes two turns.
maps. At this speed, the PCs automatically
detect traps and map their environment.
delve shifts rooms
1 Alarm 51 Incense 1 Alchemy room 51 Junk room
2 Animal sounds 52 Increased patrols 2 Alcohol cellar 52 Kennel
3 Apparition 53 Invasion 3 Arboretum 53 Kitchen
4 Awakening 54 Lava flow 4 Archery range 54 Laboratory
5 Battle 55 Leak 5 Arena 55 Lair
6 Blessing 56 Liquid sounds 6 Armory 56 Larder
7 Blood scent 57 Machine sounds 7 Arsenal 57 Latrine
8 Ceilings moves 58 Manure scent 8 Art gallery 58 Library
9 Celebration 59 Monster scent 9 Art studio 59 Lounge
10 Ceremony 60 Monster sounds 10 Atrium 60 Map room
11 Cleaning 61 Mourning 11 Audience hall 61 Maze
12 Cloud of flies 62 Mud flow 12 Aviary 62 Meditation room
13 Combat sounds 63 Musical sounds 13 Ballroom 63 Menagerie
14 Construction 64 Nesting 14 Banquet hall 64 Mess hall
15 Convention 65 New faction 15 Barracks 65 Mews
16 Crystal growth 66 New monster 16 Baths 66 Museum
17 Curse 67 New rooms 17 Bed chamber 67 Music room
18 Dance 68 Oil flow 18 Brewery 68 Nursery
19 Dead rise 69 Passages close 19 Catacombs 69 Observatory
20Decay scent 70 Passages open 20Cave 70 Pantry
21 Decreased patrols 71 Plague 21 Cell 71 Parlor
22 Delving 72 Planar overlay 22 Chapel 72 Pit
23 Device activates 73 Plants bloom 23 Chasm 73 Poison room
24 Doors close 74 Plants grow 24 Church 74 Pool
25 Doors open 75 Plants wither 25 Cistern 75 Prison
26 Draining 76 Rain 26 Cloakroom 76 Record room
27 Dungeon rotates 77 Repairs 27 Concert hall 77 Ritual room
28 Dungeon slides 78 Rift opens 28 Conjuring room 78 Salon
29 Dungeon tilts 79 Rock sounds 29 Courtroom 79 Scriptorium
30 Dust cloud 80Room revolves 30 Courtyard 80Scullery
31 Earthquake 81 Room slides 31 Crematorium 81 Sculpture gallery
32 Eruption 82 Room tilts 32 Crypt 82 Shop
33 Faction alliance 83 Rooms filled in 33 Dining room 83 Shrine
34 Faction truce 84 Rooms rearrange 34 Divination room 84 Slaughterhouse
35 Faction war 85 Sand flow 35 Dormitory 85 Smoking room
36 Feast 86 Singing 36 Dressing room 86 Stables
37 Fire 87 Sleep 37 Embalming room 87 Storeroom
38 Flammable gas 88 Smoke 38 Fighting pit 88 Study
39 Flooding 89 Static charge 39 Fissure 89 Summoning rm.
40 Floors move 90 Summoning 40 Forge 90 Tapestry room
41 Floral scent 91 Total silence 41 Fountain room 91 Theater
42 Fog 92 Traps rearm 42 Gallery 92 Throne room
43 Food scent 93 Vermin swarm 43 Game room 93 Torture room
44 Foraging 94 Voices 44 Garden 94 Training hall
45 Freezing 95 Walls close in 45 Gatehouse 95 Treasury
46 Gravel flow 96 Walls move 46 Great hall 96 Trophy room
47 Hatching 97 Walls widen 47 Guardroom 97 Vault
48 Hot 98 Water flow 48 Hall 98 War room
49 Humid 99 Wind 49 Infirmary 99 Work pit
50 Hunt 00Worship 50 Interrogation rm. 00Workshop
room details room themes
1 Alcohol 51 Ingredients 1 Blessings 51 Mutation
2 Alcove 52 Instrument 2 Blindness 52 Outsiders
3 Altar 53 Lantern 3 Blood 53 Pageantry
4 Armor 54 Map 4 Bones 54 Paranoia
5 Balcony 55 Marble 5 Books 55 Poison
6 Bars 56 Message 6 Brains 56 Priests
7 Bas-relief 57 Mine cart 7 Chaos 57 Prophecy
8 Basement access 58 Mirror 8 Children 58 Rats
9 Bath 59 Mosaic 9 Collapse 59 Refugees
10 Bed 60 Moss 10 Combat 60 Restless Dead
11 Blood stain 61 Mural 11 Confusion 61 Revenge
12 Bones 62 Nest 12 Corpses 62 Riches
13 Books 63 Painting 13 Corruption 63 Rituals
14 Brazier 64 Pews 14 Creation 64 Rival Factions
15 Broken glass 65 Pillar 15 Criminal Activity 65 Sacrifice
16 Cabinet 66 Pipes 16 Crows 66 Savage Fury
17 Cage 67 Pool 17 Cults 67 Secret Knowledge
18 Candle 68 Portcullis 18 Curses 68 Serpents
19 Carpet 69 Potion 19 Death 69 Shadows
20Carvings 70 Refuse pile 20Decay 70 Skulls
21 Cauldron 71 Repairs 21 Disease 71 Slavery
22 Chains 72 Roots 22 Divination 72 Slime
23 Chalk marks 73 Rubble 23 Dragons 73 Smoke
24 Chandelier 74 Shaft 24 Drowning 74 Songs
25 Chest 75 Shelf 25 Echoes 75 Souls
26 Chimney 76 Sigil 26 Eyes 76 Spiders
27 Coffin 77 Skeletons 27 Faces 77 Stasis
28 Coins 78 Skylight 28 Feasting 78 Statues
29 Collapsed ceiling 79 Smoke 29 Fog 79 Summoning
30 Collapsed floor 80Sofa 30 Gateways 80Survival
31 Collapsed walls 81 Spyhole 31 Ghosts 81 Teeth
32 Crawlspace 82 Stairs 32 Gods 82 Tentacles
33 Crumbling ceiling 83 Stalactites 33 Hands 83 Tests and Trials
34 Crumbling floors 84 Statues 34 Holy War 84 The Moon
35 Crumbling walls 85 Stench 35 Hunger 85 The Night
36 Curtain 86 Stove 36 Hunting 86 The Stars
37 Dais 87 Symbol 37 Imprisonment 87 The Sun
38 Dishes 88 Table 38 Invasion 88 Thorns
39 Display case 89 Tapestry 39 Invention 89 Trickery
40 Dripping water 90 Thick dust 40 Inversion 90 Tyranny
41 Dumbwaiter 91 Throne 41 Judgement 91 Vampires
42 Elevator 92 Toilet 42 Lies 92 Voids
43 Fireplace 93 Tools 43 Light 93 Water
44 Flowing water 94 Torch 44 Locks 94 Whispers
45 Food 95 Torture device 45 Madness 95 Wild Growth
46 Fountain 96 Training dummy 46 Memory 96 Wine
47 Fungi 97 Trap door 47 Mirrors 97 Winter
48 Furniture 98 Vines 48 Mob Rule 98 Wolves
49 Graffiti 99 Wardrobe 49 Mouths 99 Worms
50 Incense 00Weapon 50 Music 00Zealotry
dungeon types hazards
1 Alchemy lab 51 Lava tubes 1 Acceleration 51 Metal jaws
2 Animal burrow 52 Library 2 Acid 52 Mold
3 Aquarium 53 Living dungeon 3 Alarm 53 Molten gold
4 Arboretum 54 Lock 4 Alcohol 54 Molten iron
5 Archive 55 Mansion 5 Arrows 55 Mud
6 Arena 56 Marketplace 6 Automatons 56 Nails
7 Armory 57 Mausoleum 7 Avalanche 57 Needles
8 Art gallery 58 Memorial 8 Axes 58 Nooses
9 Asylum 59 Menagerie 9 Bats 59 Obsidian shards
10 Automaton 60 Mill 10 Blinding light 60 Ooze
11 Aviary 61 Mine 11 Blood 61 Paint
12 Bank 62 Monastery 12 Boiling tar 62 Phosphorus
13 Bathhouse 63 Monster gallery 13 Boiling water 63 Piano wire
14 Bridge 64 Monster lab 14 Cages 64 Piranhas
15 Bunker 65 Monster lair 15 Cold 65 Poison
16 Casino 66 Museum 16 Crocodiles 66 Poison gas
17 Castle 67 Mushroom forest 17 Crude oil 67 Quicksand
18 Catacombs 68 Nest 18 Crystal shards 68 Radiation
19 Cathedral 69 Nursery 19 Darkness 69 Rage gas
20Cave system 70 Observatory 20Darts 70 Rats
21 Cistern 71 Orrery 21 Deafening noise 71 Salt
22 City 72 Palace 22 Disease 72 Sand
23 Clock 73 Prison 23 Drill 73 Saw
24 Corpse 74 Race track 24 Dust 74 Scissors
25 Court 75 Sanctum 25 Electricity 75 Sewage
26 Criminal den 76 Sculpture gallery 26 Exsanguination 76 Shredder
27 Curiosity cabinet 77 Secret lair 27 Fall 77 Sleeping gas
28 Dam 78 Sewer 28 Fear gas 78 Smoke
29 Deathtrap 79 Ship 29 Fire 79 Snakes
30 Depot 80Shipyards 30 Fire ants 80Snow
31 Dig site 81 Silo 31 Force field 81 Spears
32 Dormitory 82 Slaughterhouse 32 Glass shards 82 Spiders
33 Faction hideout 83 Stables 33 Glue 83 Spikes
34 Factory 84 Stronghold 34 Grease 84 Spores
35 Fashion gallery 85 Summoning site 35 Guillotine blades 85 Steam
36 Feasting hall 86 Temple 36 Hallucination gas 86 Stench
37 Forge 87 Testing ground 37 Hammers 87 Stone block
38 Garbage pit 88 Theater 38 Heat 88 Sulfur
39 Gateway 89 Theme park 39 Heavy gas 89 Swords
40 Guildhall 90 Tomb 40 Hooks 90 Tar
41 Historical gallery 91 Tower 41 Hot metal 91 Thin air
42 Hospital 92 Training complex 42 Hot wax 92 Thorns
43 Hotel 93 Treasure vault 43 Hydrogen 93 Undead
44 Ice caves 94 Tree 44 Ice block 94 Vacuum
45 Insect hive 95 Warehouse 45 Ink 95 Vines
46 Instrument 96 Warren 46 Lantern oil 96 Wasps
47 Kennel 97 Waterworks 47 Lava 97 Water
48 Kitchen 98 Weapon gallery 48 Logs 98 Webs
49 Labyrinth 99 Wine cellar 49 Magnet 99 Wet cement
50 Larder 00Work pit 50 Mercury 00Wind
trap actions mechanisms
1 Absorb 51 Pierce 1 Air pump 51 Lock
2 Accelerate 52 Pinch 2 Ball bearings 52 Mirror
3 Arrange 53 Point 3 Barrel 53 Net
4 Attract 54 Poke 4 Bars 54 Paddle
5 Balance 55 Pull 5 Basket 55 Pendulum
6 Beat 56 Push 6 Beam 56 Pin
7 Bend 57 Reflect 7 Bell 57 Pipes
8 Block 58 Release 8 Bellows 58 Pit
9 Blow 59 Remove 9 Belt 59 Platform
10 Bludgeon 60 Repel 10 Bow 60 Plug
11 Boil 61 Roll 11 Breaks 61 Pneumatics
12 Burn 62 Scoop 12 Bucket 62 Pole
13 Burst 63 Scramble 13 Button 63 Portcullis
14 Bury 64 Sever 14 Cable 64 Pressure plate
15 Catch 65 Shake 15 Cage 65 Pulley
16 Charge 66 Shock 16 Capstan 66 Rack and pinion
17 Choke 67 Shoot 17 Cartwheel 67 Rails
18 Close 68 Shred 18 Catapult 68 Ramp
19 Compress 69 Sift 19 Chain pull 69 Ratchet
20Contract 70 Sink 20Chains 70 Reservoir
21 Countdown 71 Slash 21 Channel 71 Room
22 Crush 72 Slide 22 Claw 72 Scales
23 Deafen 73 Slow 23 Clock 73 Scissor lift
24 Deliver 74 Soak 24 Copper wire 74 Screw
25 Desiccate 75 Soften 25 Corridor 75 Shackles
26 Divide 76 Spin 26 Crane 76 Shaft
27 Drain 77 Squeeze 27 Creature 77 Slide
28 Drop 78 Stain 28 Crossbow 78 Sluice
29 Expand 79 Stick 29 Curtain 79 Sphere
30 Extend 80Stretch 30 Cylinder 80Spring
31 Fill 81 Suck 31 Dial 81 Stairs
32 Flap 82 Swing 32 Door 82 Switch
33 Float 83 Tangle 33 Drain 83 Tank treads
34 Focus 84 Tear 34 Drum 84 Tap
35 Freeze 85 Tighten 35 Fan 85 Thread
36 Grab 86 Tilt 36 Float 86 Trap door
37 Harden 87 Topple 37 Gears 87 Treadmill
38 Hook 88 Transport 38 Grate 88 Trigger
39 Immobilize 89 Trip 39 Hamster wheel 89 Tripwire
40 Imprison 90 Turn 40 Handwheel 90 Trolley
41 Inflate 91 Twist 41 Hook 91 Vacuum pump
42 Insert 92 Unbalance 42 Hourglass 92 Valve
43 Launch 93 Unearth 43 Hydrogen tank 93 Vice
44 Lift 94 Unite 44 Jack 94 Walls
45 Lock 95 Unlock 45 Ladder 95 Water pump
46 Loosen 96 Weigh 46 Latch 96 Waterwheel
47 Lower 97 Whip 47 Ledge 97 Wedge
48 Magnify 98 Wind 48 Lens 98 Weight
49 Open 99 Wobble 49 Lift 99 Winch
50 Oscillate 00Wrap 50 Light beam 00Windmill
activities
Encounters 1 Ambushing 51 Harvesting
Use the following rules when the PCs 2 Arguing 52 Hauling
come across a random encounter. 3 Awarding 53 Healing
4 Beautifying 54 Hiding
distance from party: In confined 5 Befouling 55 Igniting
environments with limited visibility like 6 Begging 56 Infiltrating
dungeons, encounters appear 2d6 × 10 feet 7 Besieging 57 Initiating
from the PCs when their initial distance is 8 Birthing 58 Instructing
unclear. In the wilderness or other wide- 9 Blessing 59 Kidnapping
10 Brawling 60 Looting
open spaces, they appear 4d6 × 30 feet
11 Brewing 61 Mapping
away. 12 Building 62 Marrying
surprise: If an encounter occurs within 13 Burgling 63 Mourning
80 feet of the party, the closest PC should 14 Burying 64 Murdering
make a WIS check against the closest 15 Camping 65 Packing
encountered creature. If one side wins by 16 Capturing 66 Pardoning
17 Carving 67 Parleying
5 or more, they have surprised the other
18 Celebrating 68 Patrolling
side. The surprising side will act first in 19 Chasing 69 Performing
combat and gains a +5 bonus on all 20Cleaning 70 Planning
combat checks during the first round. 21 Clearing 71 Planting
activity: The current activity of the 22 Climbing  72 Playing
encountered creatures depends on the 23 Collecting 73 Praying
24 Competing 74 Preaching
creature type, environment, etc., but the 25 Convening 75 Processing
most important thing is to have them 26 Cooking 76 Questioning
doing more than just waiting for the PCs 27 Courting 77 Repairing
to arrive. It should feel like they have a life 28 Crafting 78 Rescuing
outside of the adventure. Use the table to 29 Cursing 79 Resting
the right as inspiration or roll on it, 30 Dancing 80Rioting
ignoring results that don’t make sense. 31 Defacing 81 Robbing
32 Defending 82 Sacrificing
reaction: If the encounter’s reaction to 33 Delivering 83 Scavenging
the party isn’t obvious, the GM may roll 34 Destroying 84 Scouting
2d6 on the following table to determine 35 Dousing 85 Searching
their attitude. Note that the PCs’ actions 36 Dressing 86 Selling
can cause this to change quickly. 37 Dueling 87 Singing
38 Dying 88 Sleeping
2d6 npc reaction 39 Eating 89 Summoning
2 Kill the PCs 40 Escaping 90 Surrendering
3 Injure or capture the PCs 41 Escorting 91 Swimming
4 Harass or rob the PCs 42 Excavating 92 Swindling
5 Insult, threaten, or command the PCs 43 Executing 93 Tending
6 Avoid the PCs 44 Feasting 94 Threatening
7 Ignore the PCs 45 Fighting 95 Tracking
8 Follow or observe the PCs 46 Fleeing 96 Trading
9 Greet or question the PCs 47 Foraging 97 Training
10 Share information with the PCs 48 Fortifying 98 Traveling
11 Perform minor favors the PCs 49 Gambling 99 Wandering
12 Ask to join the PCs’ party 50 Guarding 00Worshiping
power attacks: Before rolling for
Combat damage, PCs can decide to make a melee
attack a power attack, which doubles the
initiative: Combat is broken into 10-
number of damage dice rolled but breaks
second rounds, during which each side
the weapon.
will have a turn to act. On a side’s turn, all
of its creatures, in any order, may move maneuvers: Maneuvers include
(usually 40 feet) and take one other action, disarming, pushing, stunning, blinding,
such as attacking, casting a spell, moving breaking gear, tripping, pickpocketing,
again, attempting a maneuver, etc. Decide climbing, restraining, or anything else the
which side acts first by making a CHA vs. GM agrees is plausible. They can only
CHA check between the side’s leaders. cause damage indirectly (i.e. pushing an
enemy off a ledge) and are resolved with
attacks: An attack is a check using the
an appropriate ability check.
attacker’s STR (for melee) or WIS (for
ranged) vs. the target’s armor points. On a modifiers: Attack and maneuver checks
hit, the attacker deals damage to the may gain +5 or -5 modifiers based on
target. If an attack roll’s total is 21 or positioning, ganging up, weapon types,
higher, the attacker may choose to also aiming, visibility, cover, foe size, range,
succeed at a free maneuver of their choice. surprise, elevation, etc. Careers do not
If the d20 rolls a 1, the weapon breaks. grant modifiers to combat checks.
ranged attacks: Ranged attacks cannot morale test: When NPCs reach a
be made while in melee. If the target is in breaking point during a battle, they must
melee, the attack gets a -5 penalty. PC test their morale by rolling equal to or
ammunition should be tracked. under their morale rating on 2d6. If they
roll over it, they rout or surrender. They
sneak attacks: Melee attacks against
may reroll a failed test once per battle if
unsuspecting foes always hit and deal
their leader passes a CHA check. Breaking
direct damage. Attacks against truly
points include after losing half their HP (if
defenseless foes automatically kill them.
alone), after their first casualty, after half
damage: Hits deal damage equal to a roll of their forces are lost, after their leader is
of the weapon’s damage die. If an enemy is killed, and after they are attacked by
weak to the type of damage being dealt, it something they fear.
deals direct damage. If they are resistant to
it, it deals no damage.
Hazards Spellcasting
fire: 1d6 direct damage per round. A spellbook takes up a whole item slot
On fire: 2d6 direct damage per round. and contains a single spell. They cannot
Immersed in lava: instant death. be created or copied by PCs and must be
drowning: PCs can hold their breath for found while exploring dungeons or stolen
30 seconds (3 rounds) for each point of from other magic users.
CON. After this, they pass out and must casting spells: Casting a spell takes one
pass a CON check every round or die. action. Each spellbook can only be used
freezing: 1 direct damage per minute once per day, but PCs can use a number of
unless the PC passes a CON check. spellbooks per day equal to their INT.

lightning: 3d6 direct damage. spells: 100 spells are included on pages
XX-XX. When INT appears in their
falling: 1d6 direct damage per 10 feet descriptions, replace it with any number
fallen, to a maximum of 10d6. up to the caster’s INT. This number
thirst: Each day without drinking counts as the spell’s level. An “item” is an
applies a -5 penalty to all checks. After object able to be lifted with one hand, and
three days, pass a CON check every day or an “object” is anything up to human size.
die. Assume that the PCs are finding Unless otherwise noted, all spells with
water to drink as they travel, unless the ongoing effects last 10 minutes and have a
they are in a very arid environment. range of 40 feet.
sleep deprivation: Each day without chaos spellbooks: The GM can choose
any sleep adds -5 to all checks. After two to use chaos spellbooks in their campaign,
days without sleep, make a WIS check which are spellbooks that replace their
every watch or pass out for three watches spell with a random new spell at the first
(12 hours). dawn after the previous spell was cast.
intoxication: Make CON check every These spells can be rolled from the spell
hour that a PC drinks alcohol. If they fail, list or randomly generated.
they become drunk and add -5 to all saves: When a spell targets an unwilling
checks until the next day. If a creature fails creature, they may make DEX, CON, or
the CON check two hours in a row, they WIS check vs. the spell’s level to reduce its
pass out for two watches (8 hours). effect (GM’s call).
then discard one of the rolled results until
Spells they are all gone.
12.body swap: You switch bodies with a
1. adhere: INT objects become
creature you touch. If one body dies while
extremely sticky.
the spell is ongoing, the other dies as well.
2. animate object: INT inanimate
13.catherine: A woman wearing a blue
objects obey your commands as best they
dress appears for INT hours. She will obey
can. It can walk 15ft per round.
polite, safe requests.
3. anthropomorphize: A touched
14.charm: INT creatures develop a liking
animal either gains human intelligence or
for another creature and wish to befriend
human appearance for INT days.
it.
4. arcane eye: One of your eyes
15.command: A creature obeys a single,
detaches and can fly around under your
INT-word command that doesn’t harm it.
control. You can still see through it.
16.comprehend: You are fluent in all
5. astral prison: An object is frozen in
languages for INT days.
time and space within an invulnerable
17.control plants: Plants within range
crystal shell.
obey you and gain the ability to move at 5
6. attract: INT+1 objects are strongly
feet per round.
magnetically attracted to each other if
18.control weather: You may alter the
they come within 10 feet.
type of weather at will for INT watches. It
7. auditory illusion: You can create
takes 10 minutes to change weather types.
illusory sounds that seem to come from a
19.detect magic: You hear magical auras
direction of your choice.
singing. Volume and harmony signify the
8. babble: INT creatures must loudly and
aura’s power and refinement.
clearly repeat everything you think. They
20.disassemble: INT of your body parts
are otherwise mute.
may be detached and reattached at will,
9. beast form: You and your possessions
without causing damage. You can still
transform into a mundane animal for up
control them. Lasts for up to INT days.
to INT days.
21.disguise: You may alter the
10.befuddle: INT creatures of your
appearance of L humanoid creatures for
choice are unable to form new short-term
INT hours as long as they remain
memories for the duration of the spell.
humanoid. Attempts to duplicate other
11. bend fate: Roll INT+1 d20s.
characters will seem uncanny.
Whenever you must roll a d20 after
22.displace: Make an object appears to
casting the spell, you must choose and
be up to INT×10ft from its actual position.
23.earthquake: The ground begins 37.icy touch: A thick ice layer spreads
shaking violently for INT minutes. across a touched surface, up to INT×10ft
Structures may be damaged or collapse. in radius.
24.elasticity: Your body can stretch up 38.illuminate: A floating light moves as
to INT×10ft. you command.
25.elemental wall: A wall of ice or fire 39.increase gravity: The gravity
INT×40ft long, 5ft thick and 10ft high within INT×10ft triples.
rises from the ground. 40.invisible tether: INT objects
26.filch: INT visible items teleport to within 10ft of each other cannot be
your hands. moved more than 10ft apart from each
27.fog cloud: Fog spreads out in a other.
INT×10ft radius from you. 41.knock: INT locks unlock.
28.frenzy: INT creatures erupt in a 42.leap: You can jump up to INT×10ft.
frenzy of violence. 43.liquid air: The air within INT×10ft
29.gate: Open a gate to a random plane becomes swimmable.
of existence. 44.magic dampener: All magical effects
30.gravity shift: You can change the have their effects halved (does not affect
direction of gravity (for yourself only) duration, number of targets, or range.)
INT times. 45.manse: A furnished house with INT
31.greed: INT creatures develop an rooms appears for 1 day. It has no food or
overwhelming urge to possess a visible gear and does notcount as a safe haven.
item of your choice. 46.marble madness: Your pockets are
32.haste: INT creatures have their full of marbles, and will refill every round.
movement speed tripled. Lasts for INT rounds.
33.hatred: INT creatures develop a deep 47.masquerade: INT characters’
hatred of another creature and wish to appearances and voices become identical
destroy it. to a touched character.
34.hear whispers: INT creatures can 48.miniaturize: You and INT other
hear faint sounds clearly. touched creatures are reduced to the size
35.hover: An object hover, frictionless, of a mouse.
2ft above the ground. It can support the 49.mirror image: INT illusory copies of
weight of up to INT humanoids. you appear under your control.
36.hypnotize: A creature enters a trance 50.mirrorwalk: A mirror becomes a
and will truthfully answer INT yes or no gateway to another mirror that you
questions you ask it. touched today.
51.multiarm: You gain INT extra arms. 64.raise spirit: The spirit of a dead
52.night sphere: An INT×40ft wide body manifests and will answer INT
sphere of darkness displaying the night questions (if it knows the answers).
sky appears. 65.read mind: You can hear the surface
53.objectify: INT willing creatures thoughts of INT nearby creatures.
become inanimate objects of your choice. 66.repel: INT+1 objects are strongly
54.ooze form: INT creatures become magnetically repelled from each other if
living jellies. they come within 10 feet of one another.
55.pacify: INT creatures develop an 67.scry: You can see through the eyes of
aversion to violence. INT creatures you touched earlier today.
56.phantom coach: A ghostly coach 68.sculpt elements: All inanimate
appears until end of spell. It moves material behaves like clay in your hands.
unnaturally fast over any terrain, 69.shroud: INT creatures are invisible
including water. until they move.
57.phobia: INT creatures become 70.shuffle: INT creatures switch places.
terrified of an object. Determine where they end up randomly.
58.pit: A pit 10ft wide and INT×10ft deep 71.silence: All sound is deadened within
opens in the ground. INT×10ft of you.
59.primeval surge: An object grows to 72.sleep: d6 creatures of level INT or less
the size of an elephant. If it is an animal, it fall into a light sleep.
is enraged. 73.smoke form: Your body becomes
60.psychometry: The referee answers living smoke.
INT yes or no questions about a touched 74.snail knight: 10 minutes after
object. casting, a knight sitting astride a giant
61.pull: An object of any size is pulled snail rides into view. He is able to answer
directly towards you with the strength of most questions related to quests and
INT men for one round. chivalry, and may aid you for INT days if
62.push: An object of any size is pushed he finds you worthy.
directly away from you with the strength 75.sniff: INT creatures can smell even
of INT men for one round. the faintest scents.
63.raise dead: INT skeletons rise from 76.sort: Inanimate items sort themselves
the ground to serve you. They can only according to INT categories you set. The
obey simple orders. categories must be visually verifiable.
77.spectacle: A clearly unreal but
impressive illusion of your choice appears,
under your control. It may be up to the When it returns, it appears in an
size of a palace and has full motion and unoccupied area nearest to where it left.
sound. Lasts for INT days. 89.time rush: Time within the spell’s
78.spellseize: Cast this as a reaction to range moves 10× faster.
another spell of level INT or less going off 90.time slow: Time within the spell’s
to make a temporary copy of it that you range moves 10× slower.
can cast at any time before this spell ends. 91.true sight: You see through all
79.spider climb: You can climb surfaces nearby illusions.
like a spider. 92.unravel: Make an INT check vs. the
80.summon cube: You may summon or level of an ongoing spell. If you succeed,
banish a 5ft cube of earth 5 times per the spell is canceled. If you fail, the spell
round. Lasts for INT rounds. Cubes must continues you cannot attempt again.
be affixed to the earth or to other cubes. 93.upwell: A spring of seawater appears.
81.summon idol: A carved stone statue It produces 100ft3of water per minute.
up to 20 feet tall rises from the ground. 94.vision: You can add one object to
82.swarm: You become a swarm of what INT creatures see.
crows, rats, or piranhas. You only take 95.visual illusion: A silent, immobile
damage from area effects. illusion of your choice appears, up to the
83.telekinesis: You may mentally size of a bedroom. It’s quite convincing.
manipulate INT inanimate items as if you 96.ward: A silver circle 40ft across
were holding them. Lasts for INT rounds. appears on the ground. INT things that
84.telepathy: You can project your you name cannot cross it.
thoughts into and mind within INT×40ft. 97.web: Your wrists can shoot thick
85.teleport: An object disappears and webbing.
reappears on the ground in a visible, clear 98.whirlwind: You create a vortex of air
area up to INT×40ft away. INT×10ft wide that picks up and whirls
86.thaumaturgic anchor: Object items. Can be used to deflect missiles.
becomes the target of the next INT spells 99.wizard mark: Your finger can shoot
cast within 120 feet of it. a stream of ulfire-colored paint. This
87.thicket: A thicket of trees and dense paint is only visible to you, and can be
brush up to INT×40ft wide sprouts up seen at any distance, even through objects.
over the course of one round. 100.x-ray vision: You can see through
88.time jump: An object disappears as it INT feet of material.
jumps INT×10 minutes into the future.
Spell Generation artwork
wizard names
Generating 1 Abrogast 51 Mizisto
2 Angvar 52 Mordandred
New Spells 3 Armolok
4 Asterwin
53 Nazmok
54 Nobtrik
The GM can generate new spell names by 5 Azerphon 55 Nothry
rolling on the spell formula table below. 6 Barbaloff 56 Noonund
Replace each bracketed word in the 7 Boglin 57 Nizmo
formula with a result from the matching 8 Borgarot 58 Obrigal
table on the following pages to create the 9 Byzby 59 Ornoza
spell name (the wording can be adjusted 10 Candula 60 Osrat
to sound better). The GM and players 11 Chalgot 61 Otilix
then work together to determine the 12 Cronibal 62 Pandelo
13 Cydinax 63 Panderbal
spell’s effects.
14 Darj 64 Perdeo
Example: If a 10 was rolled, the formula 15 Dormog 65 Pevin
would be [Name]’s [Quality] [Element] 16 Dregwith 66 Quartat
[Form]. Replacing the words with random 17 Dulzant 67 Quasmir
18 Elmeer 68 Quilian
table results might generate “Asterwin’s
19 Eofast 69 Quinfan
Iridescent Tears Circle”. The player adjusts 20Evthalon 70 Redrak
this to “Asterwin’s Iridescent Circle of Tears” 21 Felonse 71 Roshmor
and suggests that this creates a shimmering 22 Fenundor 72 Rudishan
circle on the ground that causes anyone within 23 Folgun 73 Rumalto
it to begin weeping uncontrollably. The GM 24 Gelonvir 74 Sekeen
agrees, and clarifies that the circle is 10 × INT 25 Garzant 75 Sivinez
feet wide and that creatures within it must 26 Gathifex 76 Snilimar
pass a WIS check each round or add a -5 27 Gilux 77 Sofnu
28 Gyodo 78 Tasham
penalty to all checks that round. Creatures
29 Hashman 79 Tchamukal
that cannot cry will not be affected. 30 Helkhal 80Tenat
31 Hetemtul 81 Turminster
d12 spell formulae 32 Hoonai 82 Ukanel
1 [Element] [Form] 33 Ifit 83 Umbalem
2 [Effect] [Form] 34 Ildefad 84 Uneni
3 [Effect] [Element] 35 Imzirian 85 Urokar
4 The [Quality] [Element] [Form] 36 Irolo 86 Vanceus
5 The [Quality] [Effect] [Form] 37 Jorkhal 87 Vermulsin
38 Jorphdan 88 Voriel
6 The [Quality] [Effect] [Element]
39 Kaldash 89 Voktorox
7 [Wizard name]’s [Element] [Form] 40 Karneblin 90 Wallester
8 [Wizard name]’s [Effect] [Form] 41 Kirtep 91 Wenton
9 [Wizard name]’s [Effect] [Element] 42 Kisdal 92 Wiltrik
[Wizard name]’s [Quality] [Element] 43 Krolgo 93 Xedu
10 44 Leodelf 94 Xepheran
[Form]
[Wizard name]’s [Quality] [Effect] 45 Lexikrin 95 Xolark
11 46 Lestin 96 Yamorthrax
[Form]
47 Lomard 97 Yandant
[Wizard name]’s [Quality] [Effect] 48 Majdin 98 Zanuptra
12
[Element] 49 Mazifant 99 Zarugaz
50 Melkash 00Zilik
qualities effects
1 Resplendent 51 Cosmic 1 Absorbing 51 Imprisoning
2 Ingenious 52 Galactic 2 Accelerating 52 Infecting
3 Wondrous 53 Astrological 3 Amusing 53 Intoxicating
4 Marvelous 54 Lunar 4 Animating 54 Irradiating
5 Excellent 55 Solar 5 Armoring 55 Irritating
6 Orthodox 56 Stellar 6 Attracting 56 Levitating
7 Supreme 57 Planetary 7 Avenging 57 Liquefying
8 Superior 58 Celestial 8 Awakening 58 Maddening
9 Remarkable 59 Lawful 9 Banishing 59 Menacing
10 Whimsical 60 Chaotic 10 Beautifying 60 Mending
11 Magnificent 61 Crafty 11 Bewildering 61 Mesmerizing
12 Grand 62 Artful 12 Binding 62 Mindreading
13 Extraordinary 63 Canonical 13 Blinding 63 Mocking
14 Prodigious 64 Primeval 14 Blossoming 64 Monitoring
15 Ostentatious 65 Original 15 Burning 65 Multiplying
16 Fantastic 66 Advanced 16 Charming 66 Mutating
17 True 67 Elder 17 Cleansing 67 Nauseating
18 Exquisite 68 Primordial 18 Commanding 68 Nullifying
19 Phenomenal 69 Ancient 19 Communicating 69 Pacifying
20Miraculous 70 Jocular 20Concealing 70 Persuading
21 Foul 71 Bizarre 21 Condemning 71 Petrifying
22 Abominable 72 Unnatural 22 Consoling 72 Piercing
23 Loathsome 73 Unorthodox 23 Corroding 73 Preserving
24 Hideous 74 Subtle 24 Corrupting 74 Pummeling
25 Ominous 75 Curious 25 Crushing 75 Putrefying
26 Odious 76 Mysterious 26 Darkening 76 Reflecting
27 Dreadful 77 Peculiar 27 Dazzling 77 Refreshing
28 Grotesque 78 Esoteric 28 Deafening 78 Regenerating
29 Unspeakable 79 Uncanny 29 Deciphering 79 Repelling
30 Noxious 80Eldritch 30 Diminishing 80Retrieving
31 Dismal 81 Masterful 31 Disguising 81 Revealing
32 Wretched 82 Legendary 32 Dispelling 82 Saddening
33 Hateful 83 Psychedelic 33 Draining 83 Sanctifying
34 Ghastly 84 Cryptic 34 Duplicating 84 Scrying
35 Insidious 85 Enigmatic 35 Electrifying 85 Sealing
36 Vile 86 Incomprehensible 36 Emboldening 86 Shielding
37 Sinister 87 Unfathomable 37 Enlightening 87 Silencing
38 Baleful 88 Inscrutable 38 Enraging 88 Slicing
39 Abnormal 89 Inexplicable 39 Enticing 89 Spawning
40 Horrible 90 Incomparable 40 Etherealizing 90 Stinging
41 Royal 91 Iridescent 41 Excruciating 91 Strangling
42 Sacred 92 Splendid 42 Expanding 92 Summoning
43 Arcane 93 Preeminent 43 Foreseeing 93 Teleporting
44 Thaumaturgic 94 Unsurpassed 44 Freezing 94 Terrifying
45 Otherworldly 95 Majestic 45 Fusing 95 Transmuting
46 Fey 96 Detestable 46 Hardening 96 Transporting
47 Noetic 97 Pernicious 47 Haunting 97 Vaporizing
48 Infernal 98 Grim 48 Healing 98 Warding
49 Planar 99 Ancestral 49 Identifying 99 Wearying
50 Cerebral 00Primal 50 Illuminating 00Withering
elements forms
1 Acid 51 Moss 1 Arc 51 Hive
2 Amber 52 Mud 2 Archer 52 Horn
3 Ash 53 Nectar 3 Armor 53 Hound
4 Beer 54 Oatmeal 4 Arrow 54 Incantation
5 Bile 55 Obsidian 5 Aura 55 Jar
6 Blood 56 Oil 6 Avalanche 56 Key
7 Blossom 57 Paint 7 Axe 57 Knife
8 Bone 58 Paper 8 Beacon 58 Knight
9 Brass 59 Perfume 9 Beam 59 Loop
10 Brimstone 60 Petal 10 Beast 60 Mask
11 Brine 61 Plague 11 Blade 61 Monolith
12 Butter 62 Poison 12 Blast 62 Mouth
13 Chalk 63 Pollen 13 Blob 63 Path
14 Chaos 64 Quicksilver 14 Bloom 64 Pit
15 Clay 65 Radiation 15 Bolt 65 Pool
16 Cloud 66 Rain 16 Bubble 66 Pulse
17 Cold 67 Root 17 Cage 67 Pyramid
18 Crystal 68 Rot 18 Carriage 68 Ray
19 Darkness 69 Salt 19 Chain 69 Rune
20Death 70 Sand 20Chariot 70 Sanctuary
21 Dream 71 Sap 21 Circle 71 Scream
22 Dust 72 Shadow 22 Cloak 72 Serpent
23 Flame 73 Silk 23 Cloud 73 Servant
24 Flesh 74 Slime 24 Coil 74 Shield
25 Foam 75 Smoke 25 Colossus 75 Skeleton
26 Fog 76 Snow 26 Column 76 Skin
27 Frost 77 Soil 27 Cone 77 Song
28 Fume 78 Soot 28 Crown 78 Spear
29 Fungus 79 Spark 29 Cube 79 Sphere
30 Ghost 80Speed 30 Disk 80Spider
31 Glass 81 Spore 31 Dragon 81 Spike
32 Glue 82 Steam 32 Elemental 82 Spray
33 Gravel 83 Stench 33 Eye 83 Staff
34 Hail 84 Stone 34 Fang 84 Steed
35 Heat 85 Storm 35 Finger 85 Storm
36 Honey 86 Straw 36 Fissure 86 Strike
37 Ice 87 Sugar 37 Fist 87 Tangle
38 Incense 88 Syrup 38 Flood 88 Throne
39 Ink 89 Taffy 39 Fly 89 Torrent
40 Iron 90 Tar 40 Form 90 Touch
41 Ivory 91 Tea 41 Fountain 91 Tree
42 Lava 92 Tears 42 Gate 92 Tunnel
43 Lead 93 Thorn 43 Gaze 93 Vortex
44 Leaf 94 Vine 44 Geyser 94 Wall
45 Light 95 Void 45 Gloves 95 Wave
46 Lightning 96 Water 46 Guardian 96 Web
47 Marmalade 97 Wax 47 Halo 97 Wheel
48 Memory 98 Wind 48 Hammer 98 Whip
49 Miasma 99 Wine 49 Hand 99 Word
50 Molasses 00Wood 50 Hawk 00Zone
mutations delusions
1 Ages backwards 51 Head swells 1 Always drunk 51 Healing touch
2 Ages faster 52 Horns 2 Always polite 52 Hideous
3 Animal body 53 Invisible head 3 Always rude 53 Illuminati
4 Animal ears 54 Jelly arms 4 Always sleepy 54 Immortal
5 Animal eyes 55 Legs grow 5 Amnesia 55 In an RPG
6 Animal head 56 Long tongue 6 Animal 56 Infamous
7 Animal limbs 57 Lose d20 inches 7 Animal noises 57 Invisible
8 Animal scent 58 Monster abilities 8 Astral projection 58 Invisible servant
9 Animal skin 59 Monster parts 9 Aura reading 59 Invulnerable
10 Animal tail 60 Monster traits 10 Automaton 60 Language switch
11 Animal teeth 61 No eyes 11 Being followed 61 Medium
12 Animal voice 62 No nose 12 Cannot count 62 Missing limb
13 Antennae 63 No teeth 13 Cannot lie 63 Mon. Ability
14 Antlers 64 NPC trait 14 Cannot read 64 Mon. Feature
15 Arms grow 65 One arm 15 Caveman speech 65 Monster
16 Bat wings 66 One eye 16 Chosen one 66 Monster Trait
17 Beak 67 One leg 17 Clone 67 Must dance
18 Bird wings 68 Pig snout 18 Combat expert 68 Must lie
19 Bleeds acid 69 Rat tail 19 Constant rage 69 Must obey
20Bleeds seawater 70 Scales 20Dark vision 70 Must shout
21 Bleeds tar 71 Smells like scent 21 Demon 71 Must sing
22 Bleeds wine 72 Scorpion tail 22 Detective 72 Must skip
23 Butterfly wings 73 Shaggy fur 23 Divine 73 Must steal
24 Chameleon eyes 74 Shell 24 Dreamwalker 74 New personality
25 Claws 75 Skin boils 25 Extra limb 75 Personal army
26 Crystal growth 76 Skin hardens 26 Falls in love 76 Planar traveler
27 Drooling 77 Skin pattern 27 Famous 77 Prophet
28 Duck bill 78 Skin sags 28 Fears birds 78 Reincarnation
29 Ears grow 79 Skin shedding 29 Fears blood 79 Rich
30 Emits fumes 80Smells amazing 30 Fears books 80Says thoughts
31 Excretes oil 81 Smoke breath 31 Fears darkness 81 Secret monarch
32 Excretes ooze 82 Snake hair 32 Fears fire 82 Sees dead people
33 Extra arms 83 Makes sounds 33 Fears gold 83 Shapeshifter
34 Extra eyes 84 Spines 34 Fears horses 84 Silent
35 Extra fingers 85 Spinnerets 35 Fears iron 85 Silly walk
36 Extra heads 86 Suction cups 36 Fears music 86 Spy
37 Extra legs 87 Sweats blood 37 Fears own hand 87 Super strength
38 Eye stalks 88 Tentacles 38 Fears PC 88 Talks to animals
39 Eyes grow 89 Totally numb 39 Fears rain 89 Talks to plants
40 Fangs 90 Translucent skin 40 Fears rivers 90 Telekinetic
41 Feathers 91 Transparent skin 41 Fears silence 91 Telepathic
42 Feet swell 92 Tusks 42 Fears sleep 92 Time traveler
43 Fins 93 Two faces 43 Fears sunlight 93 Two personalities
44 Fly eyes 94 Voice echoes 44 Fears the moon 94 Vampire
45 Fungal growth 95 Vomiting 45 Fears trees 95 Water breathing
46 Gain d20 inches 96 Warts 46 Flight 96 Weather control
47 Gills 97 Webbed hands 47 Genius 97 Werewolf
48 Hair growth 98 Weight doubles 48 Gets lost 98 Whispers
49 Hair loss 99 Weight halves 49 Gorgeous 99 Wine expert
50 Hands swell 00Wooly 50 Hates violence 00X-Ray Vision
disasters magic schools
1 Acid rain 51 Lamentations 1 Abjuration 51 Lightning
2 Aging accelerates 52 Language loss 2 Air 52 Martial arts
3 Aging reverses 53 Lightning storm 3 Alchemy 53 Memory
4 Alien geometry 54 Living nightmare 4 Alteration 54 Metamagic
5 All iron rusts 55 Locusts 5 Animation 55 Mind control
6 Amnesia 56 Maggots 6 Anti-magic 56 Mirrors
7 Animal revolt 57 Magic barrier 7 Archery 57 Misdirection
8 Animals die 58 Mass blindness 8 Architecture 58 Mist
9 Animals mutate 59 Mass hypnosis 9 Armor 59 Music
10 Animals speak 60 Mass insanity 10 Artifice 60 Necromancy
11 Birds attack 61 Mass mutation 11 Automation 61 Oratory
12 Birds die 62 Mass possession 12 Beasts 62 Outsiders
13 Body swaps 63 Mass slumber 13 Biomancy 63 Planes
14 Cities move 64 Mass telepathy 14 Birds 64 Portals
15 City appears 65 Meteor strike 15 Charms 65 Power
16 City changes 66 Mirages 16 Chromatic 66 Protection
17 Deadly fog 67 Mirrors speak 17 Conjuration 67 Rays
18 Demon invasion 68 New stars 18 Counterspells 68 Reptiles
19 Doors lock 69 No stars 19 Creation 69 Revelation
20Dragon wakes 70 Objects animate 20Darkness 70 Savagery
21 Dream plague 71 Outsider enters 21 Death 71 Sea
22 Drought 72 People shrink 22 Desert 72 Servants
23 Earth to sand 73 People vanish 23 Destruction 73 Shadow
24 Earthquake 74 Pits open 24 Divination 74 Shaping
25 Elementals wake 75 Plague 25 Dragons 75 Sight
26 Endless day 76 Planar overlay 26 Dreams 76 Sound
27 Endless night 77 Plants wither 27 Earth 77 Speed
28 Endless rain 78 Portal opens 28 Emotions 78 Stars
29 Endless storm 79 Rage epidemic 29 Enchantment 79 Stasis
30 Endless twilight 80Rampant growth 30 Evocation 80Staves
31 Endless winter 81 Rifts open 31 Fear 81 Stealth
32 Eruption 82 Rivers move 32 Finding 82 Stones
33 Fae return 83 Rivers reverse 33 Fire 83 Storms
34 Famine 84 Roads move 34 Fish 84 Summoning
35 Fear epidemic 85 Shadows detach 35 Flight 85 Sun
36 Firestorm 86 Shadows speak 36 Food 86 Swords
37 Fish die 87 Smoke 37 Force 87 Telekinesis
38 Fish speak 88 Space distorts 38 Forest 88 Telepathy
39 Flesh to stone 89 Stone to flesh 39 Fungi 89 Teleportation
40 Flood 90 Stones speak 40 Geometry 90 Theft
41 Forest appears 91 Time loop 41 Healing 91 Time
42 Forgetfulness 92 Time slows 42 Hedge magic 92 Transmutation
43 Giants return 93 Time warp 43 Ice 93 Trickery
44 Gold to tin 94 Tornado 44 Ignorance 94 Vampirism
45 Graves open 95 Total silence 45 Illness 95 Walls
46 Gravity decrease 96 Tower appears 46 Illumination 96 Water
47 Gravity increase 97 Trees march 47 Illusion 97 Weapons
48 Hills move 98 Voices of dead 48 Insects 98 Wild magic
49 Iron to cloth 99 Water to blood 49 Invocation 99 Wind
50 Labyrinth appears 00Windstorm 50 Knowledge 00Witchery
using relics: Relics add +5 to checks
Divine Magic where they are used against the Patron’s
enemies or in service of their goals.
patrons: Patrons are powerful magical
beings (often incorporeal) who grant Relics can also be used to ask for direct aid
some of their power to PC through the related to a patron’s domains by vowing
use of relics. They might be petty gods, some service in return. The GM may
saints, nature spirits, outsiders, etc. GMs decide that the patron accepts the PC’s
should treat patrons like NPCs, giving request, rejects it, bargains with them, or
them goals, enemies, personalities, and so that a CHA check is required to convince
on. Each patron has one or two domains it them. Regardless of the outcome, each
is most concerned with, either positively relic can only be used in this way once
or negatively. You can use the spell before it must be re-blessed at the patron’s
generator tables (p. XX) as inspiration shrine.
when deciding on a patron’s powers. vows: Common vows include sacrificing
shrines: Patrons have shrines dotted HP, slots, ability scores, money, weapons,
around the landscape. PCs may freely armor, or undertaking a mission for the
communicate with a patron at their shrine patron (see the mission tables on p. XX).
assuming they have the patron’s favor and favor: PCs that takes actions contrary to
one of their relics. a patron’s goals or who do not fulfill their
relics: Relics are magical items that are promises to their patron may incur
bound to the service of a particular disfavor. Disfavor could mean anything
patron, usually found in dungeons or at from a mild rebuke to the patron cutting
shrines. A relics might be a symbol of the off access until the PC has properly
patron, a weapon, an article of clothing, atoned. In extreme cases, the patron could
or even a piece of the patron’s body like smite the PC personally or send their
their skull or hair. A PC’s item can also be followers after them.
converted into a relic through the patron’s On the other hand, PCs who take pains to
blessing. They always take up at least one stay in a patron’s favor and accomplish
item slot. their goals may be rewarded with unique
blessings, additional relics, or followers.
domains symbols
01 Acid 51 Mountains 1 Antlers 51 Key
02Alchemy 52 Murderers 2 Arrow 52 Knot
03 Bees 53 Music 3 Axe 53 Lamp
04 Beggars 54 Oratory 4 Bear 54 Leaf
05 Betrayal 55 Performance 5 Bell 55 Lightning bolt
06 Birds 56 Poison 6 Bird 56 Lock
07 Blades 57 Priests 7 Blood drop 57 Mask
08Blood 58 Prisoners 8 Book 58 Moon
09 Blossoms 59 Rage 9 Boots 59 Nut
10 Children 60 Rain 10 Bow 60 Octopus
11 Clay 61 Revenge 11 Bowl 61 Ox
12 Clouds 62 Revolution 12 Branch 62 Pen
13 Commerce 63 Roads 13 Brazier 63 Pincer
14 Courage 64 Royalty 14 Cauldron 64 Pine cone
15 Cowards 65 Rust 15 Chain 65 Planet
16 Craftsmanship 66 Salt 16 Chariot 66 Rabbit
17 Crows 67 Sand 17 Circle 67 Rat
18 Darkness 68 Secrets 18 Cloud 68 Ring
19 Deserts 69 Serpents 19 Coin 69 Roots
20Destruction 70 Silence 20Comb 70 Scorpion
21 Disease 71 Slaves 21 Constellation 71 Scales
22 Doors 72 Sleep 22 Crab 72 Scroll
23 Dreams 73 Smoke 23 Cross 73 Serpent
24 Duels 74 Soldiers 24 Crown 74 Shield
25 Eagles 75 Spiders 25 Crystal 75 Sickle
26 Earthquakes 76 Swamps 26 Dagger 76 Skull
27 Fire 77 Tailors 27 Deer 77 Snail
28 Fish 78 The Blind 28 Diamond 78 Snowflake
29 Forge 79 The Elderly 29 Dice 79 Spear
30 Fungi 80The Future 30 Doll 80Spinning wheel
31 Gluttony 81 The Grave 31 Eye 81 Spiral
32 Gossip 82 The Harvest 32 Fangs 82 Square
33 Greed 83 The Hearth 33 Feather 83 Staff
34 Healing 84 The Hunt 34 Fish 84 Star
35 Horses 85 The Law 35 Fist 85 Sun
36 Hunger 86 The Sea 36 Flower 86 Sword
37 Illusions 87 Thieves 37 Fountain 87 Talons
38 Jealousy 88 Thorns 38 Fox 88 Tentacle
39 Language 89 Travelers 39 Frog 89 Throne
40 Lava 90 Trees 40 Fruit 90 Tooth
41 Libraries 91 Trickery 41 Gate 91 Torch
42 Light 92 Truth 42 Goat 92 Tree
43 Lightning 93 Tundra 43 Hammer 93 Triangle
44 Love 94 Tunnels 44 Hand 94 Turtle
45 Luck 95 Vermin 45 Heart 95 Wave
46 Machines 96 Walls 46 Helmet 96 Web
47 Madness 97 Wind 47 Hook 97 Whale
48 Mazes 98 Wine 48 Horn 98 Whip
49 Miners 99 Winter 49 Horse 99 Wings
50 Mirrors 00Wolves 50 Hourglass 00Wolf
potions
Alchemy 1 Telepathy 51 Smelling
harvesting: Harvesting a monster's 2 Telekinesis 52 Taste
body part requires 10 minutes and the 3 Clairvoyance 53 Eagle Vision
4 True Poison 54 Micro Vision
proper tools. The most useful organs are 5 True Glue 55 Lycanthropy
the ones that produce the monster's 6 True Acid 56 Levitation
special abilities, such as a dragon's lung 7 True Grease 57 Flight
(fire breathing) or a dragon's scales 8 Grow 58 Gravity
(fireproofing). Magical plants can also be 9 Shrink 59 Anti-Gravity
harvested, although they usually grow in 10 Healing 60 Repulsion
dangerous or lost locations. Body parts or 11 Rot 61 Clone
plants harvested take up at least one slot, 12 Love 62 Mutation
due to the packaging and fluids they must 13 Hate 63 Raise Dead
14 Rage 64 Heartlessness
be preserved in. 15 Fear 65 Silence
brewing: Brewing a potion requires a 16 Joy 66 Loudness
fire, a cauldron, ingredients, and one 17 Paranoia 67 Beast Speech
watch (four hours) of time. The player 18 Prophecy 68 Bird Speech
describes the effect and duration of the 19 Courage 69 Grub Speech
20Invisibility 70 Dead Speech
potion they are trying to make, along with
21 Strength 71 Fish Speech
the ingredients to be used (usually 22 Speed 72 Metal Speech
monster parts, but in theory they might 23 Jumping 73 Plant Speech
use any rare substances with the right 24 Climbing 74 Stone Speech
properties). If the GM approves the 25 Swimming 75 Hypnotism
attempt, the PC makes an INT check. The 26 Intangibility 76 Tongues
PC adds +5 to the check for each watch 27 Forgetfulness 77 True Sight
they spend working on the potion after 28 Petrification 78 Water Walk
the first, (+10 maximum). On a success, 29 Polymorph 79 Ventriloquism
30 Gills 80Youth
the potion is created. The parts are lost no
31 Webs 81 Age
matter the outcome. If the PC succeeds at 32 Claws 82 Mold Stone
the check by 10 or more, they have 33 Long Tongue 83 Mold Metal
created a recipe for that potion and no 34 Four Arms 84 Mold Flesh
longer need to make a brewing check to 35 Stinger 85 Beast-form
make it when using those exact 36 Zombie Blood 86 Bird-Form
ingredients. 37 Vampirism 87 Fish-Form
38 Burrowing 88 Vermin-Form
potion effects: Potions allow the 39 Cloudkill 89 Fire-form
drinker to produce a single significant 40 Understanding 90 Ice-form
magical effect. If the effect is ongoing (like 41 Dark Vision 91 Gas-form
invisibility) it lass for 10 minutes. Weak 42 X-Ray Vision 92 Ooze-form
ongoing effects may last for an hour or 43 Infravision 93 Heat-Proof
even a day if it is very weak. A drop of a 44 Ultravision 94 Cold-Proof
potion gives a clue as to its effects. If the 45 Sleep 95 Lightning Proof
players find or buy a potion you can either 46 False Life 96 Spell Proof
47 Career 97 Fire-Breath
use one of the examples to the right or
48 Grandeur 98 Ice-Breath
generate something using the magic 49 Gold Sense 99 Acid-Breath
tables. 50 Hearing 00Lightning Breath
textures tastes
1 Aerated 51 Mashed 1 Absinthe 51 Licorice
2 Battery 52 Metallic 2 Allspice 52 Lime
3 Blended 53 Motes 3 Almond 53 Loam
4 Boiling 54 Moving 4 Ammonia 54 Maple Syrup
5 Brackish 55 Muddy 5 Asparagus 55 Mead
6 Bubbling 56 Murky 6 Bananas 56 Milk
7 Buttery 57 Mushy 7 Basil 57 Mineral
8 Caramelized 58 Oily 8 Beer 58 Mint
9 Chalky 59 Oozy 9 Berries 59 Mud
10 Chilled 60 Pasty 10 Black currant 60 Mustard
11 Chunky 61 Powdery 11 Blackberry 61 Nutmeg
12 Churning 62 Pudding 12 Blood 62 Oak
13 Clotted 63 Pulpy 13 Butter 63 Olive Oil
14 Coagulated 64 Pulsing 14 Camphor 64 Onion
15 Condensed 65 Pureed 15 Candy 65 Orange
16 Congealed 66 Quicksilver 16 Caramel 66 Oregano
17 Cool 67 Reflective 17 Cardamom 67 Peach
18 Creamy 68 Rippling 18 Cherry 68 Pears
19 Crystalized 69 Roiling 19 Chili Pepper 69 Pepper
20Curdled 70 Sandy 20Chives 70 Peppermint
21 Dregs 71 Sappy 21 Chocolate 71 Phlegm
22 Effervescent 72 Scalding 22 Cinnamon 72 Pickle Juice
23 Filmy 73 Scummy film 23 Cloves 73 Pine
24 Fizzing 74 Sediment 24 Coconut 74 Pistachios
25 Flakes 75 Shining 25 Coffee 75 Plum
26 Foaming 76 Silty 26 Copper 76 Pumpkin
27 Foggy 77 Simmering 27 Cranberry 77 Quince
28 Frigid 78 Sizzling 28 Crude Oil 78 Rhubarb
29 Frosty 79 Slimy 29 Cucumber 79 Roast Duck
30 Frothy 80Slushy 30 Cumin 80Rose
31 Gelatinous 81 Smoking 31 Curry 81 Rosemary
32 Glimmering 82 Smoky 32 Dates 82 Rust
33 Gloppy 83 Soapy 33 Elderberry 83 Saffron
34 Glowing 84 Sparkling 34 Figs 84 Sage
35 Gluey 85 Steaming 35 Flowers 85 Salt Water
36 Grainy 86 Sticky 36 Garlic 86 Soap
37 Greasy 87 Swirling 37 Ginger 87 Soursop
38 Gritty 88 Syrupy 38 Gooseberry 88 Spearmint
39 Grounds 89 Tarry 39 Grapefruit 89 Sulphur
40 Gummy 90 Thin 40 Grass 90 Tamarind
41 Gunky 91 Throbbing 41 Herbs 91 Tea
42 Gurgling 92 Trembling 42 Honey 92 Tears
43 Hissing 93 Turbulent 43 Honeysuckle 93 Thyme
44 Humming 94 Vibrating 44 Horseradish 94 Tobacco
45 Ichorous 95 Viscid 45 Huckleberry 95 Vanilla
46 Icy 96 Viscous 46 Hyacinth 96 Walnuts
47 Jellied 97 Warm 47 Jasmine 97 Whiskey
48 Living 98 Watery 48 Leather 98 Wine
49 Lukewarm 99 Whirling 49 Lemon 99 Wintergreen
50 Lumpy 00Whistling 50 Lemongrass 00Wormwood
colors ingredients
1 Acid Green 51 Lavender 1 Animal 51 Lodestone
2 Alabaster 52 Lilac 2 Antimony 52 Lotus
3 Amber 53 Lime 3 Arsenic 53 Lye
4 Amethyst 54 Magenta 4 Ash 54 Mandrake
5 Apricot 55 Mahogany 5 Beer 55 Manganese
6 Aquamarine 56 Maroon 6 Belladonna 56 Meadowsweet
7 Asparagus 57 Mauve 7 Bismuth 57 Mistletoe
8 Auburn 58 Milk White 8 Bitumen 58 Monk’s vow
9 Aureolin 59 Moss Green 9 Black pearl 59 Moonflower
10 Avocado 60 Mustard 10 Blind eye 60 Mugwort
11 Azure 61 Ochre 11 Boiled cat 61 Natron
12 Baby Blue 62 Olive 12 Book page 62 Nectar
13 Beige 63 Opalescent 13 Bottled fog 63 Nettle
14 Bone 64 Oxblood 14 Brimstone 64 Newborn’s cry
15 Bottle Green 65 Pea Green 15 Brine 65 Nickel
16 Bronze 66 Peach 16 Camphor 66 Nightshade
17 Bubblegum 67 Peacock Blue 17 Celandine 67 Oil portrait
18 Carmine 68 Pearl 18 Chalk 68 Platinum
19 Carrot 69 Periwinkle 19 Cobalt 69 Poppy
20Acid Green 70 Pine Green 20Cocklebur 70 Potion
21 Cerise 71 Plum 21 Coffin nail 71 Pyre ember
22 Cerulean 72 Primrose 22 Columbine 72 Queen bee
23 Champagne 73 Pumpkin 23 Copper 73 Queen’s blood
24 Charcoal 74 Rainbow 24 Corpse’s hair 74 Quicksilver
25 Chartreuse 75 Rose 25 Crossroad dust 75 Ragwort
26 Chestnut 76 Ruby 26 Dandelion 76 Rare material
27 Cinnamon 77 Russet 27 Deathcap 77 Resin
28 Colorless 78 Rusty 28 Devil’s trumpet 78 Rosemary
29 Coppery 79 Saffron 29 Element 79 Sage
30 Coral Pink 80Salmon 30 Fool’s Gold 80Ship’s barnacle
31 Creamy 81 Sapphire 31 Foxglove 81 Silver
32 Crimson 82 Scarlet 32 Funeral wine 82 Snakeweed
33 Cyan 83 Sepia 33 Gold 83 Soot
34 Dove Grey 84 Shocking Pink 34 Grave dust 84 Star-metal
35 Dun 85 Silver 35 Gypsum 85 Stinkhorn
36 Eggshell 86 Slate Blue 36 Hellebore 86 Sugar
37 Electric Blue 87 Smokey Grey 37 Hemlock 87 Thief’s finger
38 Emerald 88 Tangerine 38 Henbane 88 Thistle
39 Flesh 89 Teal 39 Holly 89 Tin
40 Fuchsia 90 Terracotta 40 Honey 90 Tomb flower
41 Fuligin 91 Titian Red 41 Hyssop 91 Valerian
42 Golden 92 Tomato 42 Iron 92 Verdigris
43 Grape Juice 93 Turquoise 43 Killer’s hand 93 Vinegar
44 Heliotrope 94 Tyrian 44 King’s tooth 94 Wax
45 Ice Blue 95 Ultramarine 45 Larkspur 95 Wedding ring
46 Indigo 96 Umber 46 Last breath 96 Widow’s tears
47 Inky 97 Verdigris 47 Lead 97 Witch Hazel
48 Invisible 98 Vermilion 48 Liar’s tongue 98 Wizard’s skull
49 Ivory 99 Violet 49 Lightning bolt 99 Wolfsbane
50 Kelly Green 00Viridian 50 Lime 00Wormwood
transport: Mule (30c), Riding Horse
Money & Gear (1000c), War Horse (10,000c), Cart (50c),
Carriage (320c), Wagon (120c), Rowboat
coinage: All costs are in coins (c). 10c is
(50c), Fishing boat (requires 2 crew)
the wage for a day of unskilled labor.
(500c), Sloop (requires 10 crew) (5000c),
common items: Found in any settlement. Caravel (requires 50 crew) (25,000c),
Rope, torch, saw, arrow, etc. (5c). Galleon (requires 200 crew) (125,000c).
uncommon items: Found in towns or cost of living: Use the following table
cities. Lantern, bear trap, etc. (20c). when determining a PC’s lifestyle between
rare items: Found only in cities. adventures. A social level’s monthly cost
Sextant, hourglass, astrolabe, etc. (100c+). of living is also a good guideline for bribes
and gifts for someone of that level.
melee weapons: One-handed weapons:
d6 damage, 1 slot (50c). Two-handed cost of living (per month)
weapons: d8 damage, 2 slots (100c). destitute: Knaves, Beggars, Refugees,
Outlaws (90c).
missile weapons: Two hands, two slots,
poor: Servants, Laborers, Sailors,
d6 damage, 120 ft range. -5 penalty at 41-
Farmers, Soldiers (300c).
80 ft, -10 penalty at 81-120 ft (200c).
humble: Innkeepers, Bakers, Butchers,
armor pieces: PCs can wear up to 7 Blacksmiths, Journeymen, Scribes,
pieces. Each uses one slot and grants 1 AP Carpenters, Priests, Mercenaries (600c).
(7 AP or 18 Armor Class max). Shield respectable: Armorers, Physicians,
(100c), Helmet (100c), Gambeson (300c), Merchants, Lawyers, Master Craftsmen
Chain shirt (900c), Breastplate (1800c), (1200c).
Arm plate (900c), Leg plate (900c). wealthy: Courtiers, Knights, Rich
animals: Poultry (5c), Dogs, Pigs, Goats, Merchants, Bishops, Gentry (3000c).
etc. (20c), Cows (100c), Falcons (1000c). minor noble: Barons, Vicounts, Counts,
clothing sets: Poor (60c), Humble Earls, Cardinals (12,000c).
(120c), Respectable (240c), Wealthy major noble: Marquises, Princes, Dukes
(600c), Minor Noble (2400c), Major (60,000c).
Noble (12,000c), Royal (120,000c). royal: Kings, Emperors (600,000c).
tools miscellaneous items
1 Acid Flask 51 Iron tongs 1 Amulet 51 Lute
2 Animal scent 52 Lantern 2 Arrow 52 Lyre
3 Antitoxin 53 Large Sack 3 Arrowhead 53 Mace
4 Astrolabe 54 Lockpicks 4 Axe 54 Machine
5 Backpack 55 Lodestone 5 Bell 55 Mask
6 Bandolier 56 Magnifying lens 6 Belt 56 Mirror
7 Bear trap 57 Manacles 7 Boots 57 Necklace
8 Bedroll 58 Marbles 8 Bottle 58 Needle
9 Beeswax 59 Metal File 9 Bow 59 Net
10 Bell 60 Mortar and pestle 10 Bowl 60 Orb
11 Bellows 61 Mule 11 Box 61 Painting
12 Birdcage 62 Net 12 Bracelet 62 Pearl
13 Blank book 63 Padlock and key 13 Breastplate 63 Pen
14 Blanket 64 Pen and ink 14 Brooch 64 Phial
15 Block and tackle 65 Perfume 15 Candle 65 Pillow
16 Boltcutters 66 Pickaxe 16 Card 66 Pipe
17 Bottle 67 Pitchfork 17 Censer 67 Pipes
18 Bucket 68 Piton 18 Circlet 68 Purse
19 Bullseye lantern 69 Pliers 19 Claw 69 Puzzle box
20Caltrops 70 Poison 20Cloak 70 Pyramid
21 Candle 71 Pole (10’) 21 Coin 71 Razor
22 Chain 72 Rat 22 Comb 72 Ring
23 Chalk 73 Rum 23 Compass 73 Rod
24 Chisel 74 Scissors 24 Conch 74 Rook
25 Climbing hook 75 Sealing wax 25 Crown 75 Rope
26 Compass 76 Sewing needle 26 Cup 76 Salve
27 Copper wire 77 Sextant 27 Doll 77 Scarf
28 Crowbar 78 Shovel 28 Egg 78 Scepter
29 Dice 79 Silk rope 29 Eye 79 Scissors
30 Door ram 80Sledgehammer 30 Eyepatch 80Scroll
31 Ear trumpet 81 Smokebomb 31 Fang 81 Shield
32 Ether 82 Smoked goggles 32 Feather 82 Shoe
33 Fire oil 83 Soap 33 Figurine 83 Signet ring
34 Fishing hook 84 Spikes 34 Finger 84 Skull
35 Flashbomb 85 Spyglass 35 Flute 85 Slippers
36 Flashpowder 86 Stake 36 Gauntlet 86 Snuffbox
37 Garlic 87 Steel mirror 37 Gem 87 Spear
38 Glue 88 Sundial 38 Glove 88 Staff
39 Grappling hook 89 Tent 39 Hammer 89 Strand
40 Grease 90 Thick gloves 40 Handkerchief 90 Sword
41 Hacksaw 91 Thurible 41 Hat 91 Thread
42 Hammer 92 Tinderbox 42 Helm 92 Tome
43 Hand drill 93 Torch 43 Horn 93 Tooth
44 Hemp rope 94 Trumpet 44 Hourglass 94 Torch
45 Hog holder 95 Twine 45 Jar 95 Tuning fork
46 Hooded lantern 96 Vial 46 Key 96 Turnip
47 Hound 97 Waterskin 47 Knife 97 Wand
48 Hourglass 98 Whetstone 48 Lamp 98 Whetstone
49 Incense 99 Whistle 49 Lens 99 Whistle
50 Iron pot 00Wolfsbane 50 Locket 00Wine
books clothing
1 Adventure novel 51 Literary novel 1 Alb 51 Hood
2 Agriculture 52 Logic 2 Arm wrap 52 Hose
3 Alchemy 53 Lost empires 3 Arming doublet 53 Hounskull helm
4 Almanac 54 Lost places 4 Bascinet 54 Houppeland
5 Anatomy 55 Love poems 5 Belt 55 Jacket
6 Ancient history 56 Mathematics 6 Beret 56 Jerkin
7 Archaeology 57 Medicine 7 Bicorne Hat 57 Kerchief
8 Architecture 58 Modern history 8 Blouse 58 Kilt
9 Astrology 59 Music 9 Bodice 59 Kirtle
10 Bestiary 60 Mystery novel 10 Bonnet 60 Leg wrap
11 Biography 61 Mythology 11 Boots 61 Maniple
12 Biology 62 Navigation 12 Bracelet 62 Mask
13 Blackmail 63 Oceanography 13 Braies 63 Mitre
14 Botany 64 Painting 14 Breastplate 64 Nasal helm
15 Calendars 65 Physics 15 Breeches 65 Necklace
16 Comedic novel 66 Planar studies 16 Buckler 66 Nightcap
17 Commerce 67 Politics 17 Cap 67 Pauldron
18 Condemnation 68 Prayers 18 Cape 68 Petticoat
19 Confession 69 Propaganda 19 Cassock 69 Pocket
20Conspiracies 70 Prophecies 20Chaperon 70 Pointed hat
21 Cookbook 71 Psychology 21 Chasuble 71 Purse
22 Criminals 72 Random career 22 Cincture 72 Rerebrace
23 Cryptography 73 Random culture 23 Cloak 73 Robe
24 Customs 74 Random dungeon 24 Clogs 74 Sabatons
25 Diplomacy 75 Random language 25 Coat 75 Salet
26 Divination 76 Random nation 26 Codpiece 76 Sandals
27 Epic poems 77 Random region 27 Corset 77 Sash
28 Espionage 78 Religious customs 28 Cotte 78 Scarf
29 Ethics 79 Revolutions 29 Cowl 79 Shield
30 Etiquette 80Rhetoric 30 Cravat 80Shirt
31 Fairy tales 81 Romantic novel 31 Curiass 81 Shoes
32 Fashion 82 Sages 32 Dalmatic 82 Skirt
33 Finance 83 Sailing 33 Doublet 83 Sleeves
34 Fishing 84 Sayings 34 Dress 84 Slippers
35 Folklore 85 Sculpture 35 Earing 85 Smock
36 Genealogy 86 Secret societies 36 Eyepatch 86 Socks
37 Geography 87 Shipbuilding 37 Fez 87 Stockings
38 Geology 88 Shrines 38 Frog mouth helm 88 Stole
39 Geometry 89 Siegecraft 39 Gambeson 89 Surcoat
40 Ghosts 90 Songs 40 Gauntlet 90 Surplice
41 Gods 91 Spy thriller 41 Girdle 91 Tabard
42 Gossip 92 State secrets 42 Gloves 92 Tower shield
43 Hagiography 93 Sword fighting 43 Gorget 93 Tricorn hat
44 Heraldry 94 Theology 44 Gown 94 Trousers
45 Horror stories 95 Treasures 45 Great helm 95 Tunic
46 Hunting 96 Utopian novel 46 Greaves 96 Turban
47 Journal 97 War chronicle 47 Hat 97 Vambrace
48 Laws 98 War novel 48 Hauberk 98 Veil
49 Letters 99 Who’s who 49 Headdress 99 Vest
50 Libraries 00Witch-hunting 50 Helmet 00Wimple
fabrics decorations
1 Alligator skin 51 Jute 1 Antique 51 Oversized
2 Alpaca wool 52 Lace 2 Beaded 52 Padded
3 Badger skin 53 Lamb wool 3 Beast motif 53 Paisley
4 Bamboo weave 54 Lambskin 4 Bells 54 Patches
5 Barkcloth 55 Leather 5 Bird motif 55 Pearls
6 Bearskin 56 Leopard skin 6 Bloody 56 Perfumed
7 Beaver skin 57 Linen 7 Bones 57 Plated
8 Blanket 58 Lion skin 8 Buckles 58 Pockets
9 Brass 59 Llama wool 9 Buttons 59 Punctured
10 Brocade 60 Mail 10 Ceremonial 60 Reeking
11 Bronze 61 Mesh 11 Chains 61 Reflective
12 Burlap 62 Mink fur 12 Chimes 62 Rhinestones
13 Calfskin 63 Mink skin 13 Cloud motif 63 Ribbed
14 Calico 64 Mohair wool 14 Coat of arms 64 Ribbons
15 Camel hair 65 Monster skin 15 Cords 65 Ruffles
16 Camel skin 66 Muslin 16 Decorative coins 66 Satin bows
17 Canvas 67 Oilcloth 17 Distressed 67 Scandalous
18 Cashmere wool 68 Ostrich skin 18 Down-stuffed 68 Secret pocket
19 Cat hair 69 Otter skin 19 Emblem 69 Sequins
20Chambray 70 Patchwork 20Embroidered 70 Shimmering
21 Chiffon 71 Pig skin 21 Enamel pins 71 Sigils
22 Chino 72 Quilt 22 Fashionable 72 Silver studs
23 Coconut fiber 73 Rabbit skin 23 Feathers 73 Silver thread
24 Copper 74 Rags 24 Flamboyant 74 Skintight
25 Corduroy 75 Rat skin 25 Flame motif 75 Skull motif
26 Cotton 76 Reindeer skin 26 Flower motif 76 Slashed
27 Cow skin 77 Sailcloth 27 Flowers 77 Sparkling
28 Crepe 78 Satin 28 Food-stained 78 Spiked
29 Damask 79 Sealskin 29 Formal 79 Spot pattern
30 Deerskin 80 Seeksucker 30 Fringe 80Star motif
31 Demin 81 Sheep skin 31 Fur lined 81 Starched
32 Dog hair 82 Sheep wool 32 Fur trim 82 Stonewashed
33 Eel skin 83 Silk 33 Gold studs 83 Striped
34 Elephant skin 84 Snake skin 34 Gold thread 84 Studded
35 Felt 85 Squirrel skin 35 Harlequin 85 Sun designs
36 Fish skin 86 Steel 36 Heavyweight 86 Sun-faded
37 Fishnet 87 Stingray skin 37 Heraldry 87 Tassels
38 Flannel 88 Suede 38 Horns 88 Taxidermy
39 Flax 89 Taffeta 39 Ink-stained 89 Threadbare
40 Fleece 90 Tartan 40 Jewels 90 Tie-died
41 Fox skin 91 Terrycloth 41 Lace trim 91 Tiny skulls
42 Gauze 92 Tiger skin 42 Laced up 92 Torn
43 Gingham 93 Tinsel 43 Medallions 93 Tree motif
44 Goatskin 94 Tulle 44 Mold 94 Undersized
45 Grass weave 95 Tweed 45 Monster motif 95 Unfashionable
46 Hemp 96 Twill 46 Moon motif 96 Velvet applique
47 Herringbone 97 Velour 47 Moth eaten 97 Wave designs
48 Horse hair 98 Velvet 48 Muddy 98 Wine-stained
49 Horse skin 99 Wolf skin 49 Ocean motif 99 Wrinkled
50 Iron 00 Yak wool 50 Ornate border 00Zigzag pattern
treasures rare materials
1 Alchemical device 51 Mosaic 1 Adamantine 51 Mammoth Tusk
2 Alchemical recipe 52 Mural 2 Alabaster 52 Moonstone
3 Amulet 53 Music box 3 Amber 53 Morganite
4 Armor 54 Necklace 4 Ambergris 54 Moss agate
5 Arrows 55 Orrery 5 Aquamarine 55 Mother of Pearl
6 Astrolabe 56 Painting 6 Aventurine 56 Narwhal Horn
7 Belt 57 Pen 7 Azurite 57 Nephrite
8 Blackmail 58 Perfume 8 Beryl 58 Obsidian
9 Blueprints 59 Pipe 9 Black Alabaster 59 Onyx
10 Book 60 Planar map 10 Black Opal 60 Orichalcum
11 Bow 61 Porcelain figure 11 Black Pearl 61 Palladium
12 Bowl 62 Prayer book 12 Bloodstone 62 Pearl
13 Bracelet 63 Printing block 13 Bloodwood 63 Peridot
14 Business record 64 Quiver 14 Blue Amber 64 Petrified Wood
15 Calligraphy 65 Rare coin 15 Blue Jade 65 Pink Sapphire
16 Candelabra 66 Rare material 16 Blue Opal 66 Platinum
17 Carpet 67 Relic 17 Bone China 67 Polyhedroid Agate
18 Celestial map 68 Ring 18 Cairngorm 68 Porcelain
19 Chalice 69 Royal robes 19 Carbuncle 69 Porcelain Jasper
20Chandelier 70 Scabbard 20Carnelian 70 Porphyry
21 Clock 71 Scientific device 21 Cat’s Eye 71 Purpleheart Wood
22 Clothing 72 Scrimshaw 22 Chalcedony 72 Quartz
23 Codpiece 73 Sextant 23 Cherry Amber 73 Quetzal Jade
24 Comb 74 Sheet music 24 Cinnabar 74 Rainbow Agate
25 Compass 75 Shield 25 Citrine 75 Rainbow Jasper
26 Contract 76 Shoes 26 Crystal 76 Rainbow Obsidian
27 Couch 77 Signet ring 27 Cyclops Agate 77 Redheart Wood
28 Crown 78 Silk 28 Dendritic Agate 78 Rose Opal
29 Crystal 79 Silverware 29 Diamond 79 Rose Quartz
30 Dagger 80Snuffbox 30 Dragon Bone 80 Rosewood
31 Deed 81 Spear 31 Ebony 81 Ruby
32 Doll 82 Spices 32 Emerald 82 Sandalwood
33 Dress 83 Spyglass 33 Fire agate 83 Sapphire
34 Earrings 84 Stained glass 34 Fire Coral 84 Sard
35 Embroidery 85 State secrets 35 Fire Jasper 85 Serpentine
36 Fine china 86 Stone statue 36 Fire Opal 86 Silver
37 Fine liquor 87 Sword 37 Garnet 87 Snakewood
38 Furs 88 Table 38 Gold 88 Spinel
39 Gaming set 89 Tapestry 39 Heliodor 89 Star Iron
40 Gemstone 90 Taxidermy 40 Hematite 90 Star Rose Quartz
41 Glass figure 91 Tea set 41 Horn 91 Star Sapphire
42 Helmet 92 Telescope 42 Ironwood 92 Sunstone
43 Instrument 93 Throne 43 Jet 93 Tiger’s Eye
44 Ivory carving 94 Toy 44 Kingfisher Jade 94 Tigerwood
45 Lamp 95 Treasure map 45 Koa Wood 95 Topaz
46 Letter 96 Trophy 46 Lapis Lazuli 96 Tourmaline
47 Magical book 97 Trunk 47 Lavender Jade 97 Turquoise
48 Medal 98 Vase 48 Lingum Vitae 98 Turtle Shell
49 Mirror 99 Watch 49 Mahogany 99 Unicorn Horn
50 Monster skin 00Weapon 50 Malachite 00 Whale Ivory
weapons item traits
1 Arming sword 51 Longsword 1 Ancient 51 Indestructible
2 Backsword 52 Lucerne hammer 2 Avant-garde 52 Industrial
3 Bardiche 53 Mace 3 Blessed 53 Infamous
4 Baton 54 Machete 4 Bloody 54 Intelligent
5 Battleaxe 55 Man catcher 5 Brittle 55 Kitchy
6 Beheading sword 56 Maul 6 Broken 56 Loud
7 Bill hook 57 Messer 7 Bulky 57 Lukewarm
8 Blowgun 58 Meteor hammer 8 Carved 58 Luxurious
9 Blowpipe 59 Military fork 9 Classy 59 Masterwork
10 Boar spear 60 Morningstar 10 Cold 60 Military value
11 Bolas 61 Nunchaku 11 Collectible 61 Miniature
12 Boomerang 62 Pickaxe 12 Compact 62 Minimalist
13 Brass knuckles 63 Pike 13 Crusty 63 Modified
14 Bullet crossbow 64 Poleaxe 14 Cultural value 64 Muddy
15 Butterfly sword 65 Push dagger 15 Cursed 65 Mythic
16 Censer flail 66 Ranseur 16 Cutting edge 66 Non-human
17 Cestus 67 Rapier 17 Damaged 67 Organic
18 Chain whip 68 Recurve bow 18 Damp 68 Oversized
19 Chakram 69 Rondel dagger 19 Defective 69 Owned
20Claymore 70 Rope dart 20Detects foes 70 Padded
21 Club 71 Sabre 21 Disguised 71 Painted
22 Crossbow 72 Sai 22 Draws foes 72 Partial
23 Cutlass 73 Scimitar 23 Dusty 73 Perfumed
24 Dagger 74 Scourge 24 Edible 74 Political value
25 Dao 75 Shortbow 25 Effect 75 Prickly
26 Deer horn knives 76 Shortsword 26 Element 76 Pulsing
27 Dirk 77 Shuriken 27 Embellished 77 Reflective
28 Double flail 78 Sickle 28 Encoded 78 Refurbished
29 Emeici 79 Side sword 29 Eroded 79 Religious value
30 Falchion 80Sling 30 Exotic 80Repaired
31 Flail 81 Slingshot 31 Expandable 81 Reviled
32 Flambard 82 Spear 32 Extra-planar 82 Rotting
33 Flying claws 83 Staff 33 Famous 83 Rough
34 Gauntlet sword 84 Stave sling 34 Fashionable 84 Royal
35 Gladius 85 Stiletto 35 Filthy 85 Sharp
36 Glaive 86 Swordstaff 36 Flaking 86 Shiny
37 Halberd 87 Tanto 37 Floppy 87 Shoddy
38 Hatchet 88 Three-part staff 38 Foldable 88 Silent
39 Hook sword 89 Throwing axe 39 Forbidden 89 Slippery
40 Horsebow 90 Throwing knife 40 Fragile 90 Smoke-stained
41 Hunting knife 91 Tiger claws 41 Gaudy 91 Spiky
42 Ice pick 92 Tonfa 42 Glowing 92 Squishy
43 Javelin 93 Trident 43 Gold-plated 93 Sticky
44 Katana 94 Triple flail 44 Gooey 94 Stinky
45 Katar 95 Wakizashi 45 Gorgeous 95 Talking
46 Kopesh 96 War scythe 46 Heavy 96 Toxic
47 Kukri 97 Warhammer 47 Hot 97 Twitching
48 Lance 98 Warpick 48 Icy 98 Ugly
49 Lasso 99 Whip 49 Immovable 99 Vulgar
50 Longbow 00Zweihander 50 Impractical 00Whispering
construction: The cost to build a 5 foot
Buildings square of different building types is listed
below. Staffing a (non-business) building
running a business: Businesses and
costs 50% of its cost per year.
other investments generally bring in d10%
of their cost each year in profit. room style cost
renting: Until they gain a lot of wealth, poor: Earth walls, thatched roofs,
10
PCs will probably rent most of the earth floors.
buildings they use. Common rooms (2c/ humble: Wattle and daub walls
night), Private rooms (10c/night). A with some bricks or field stone, 50
whole building: (1% of its value/month). thatched roofs, reed floors.
respectable: Wood and brick
buying buildings: The costs of the
walls with some stone, shingled 250
following buildings are approximate. The
roof, wood floors.
building’s condition, importance, size, etc.
wealthy: Mostly stone walls
can dramatically affect its value.
with some wood and brick,
shingled roof, wood floors. This is 1,000
building cost also the cost for a 5 foot cube of
Poor Hovel 100 stone when constructing walls.
Humble Cottage 1,000 minor nobles and castles:
Respectable House, Chapel 10,000 Stone walls, shingled roof,
Wealthy House, Guildhall,
50,000 flagstone floors. Some use of 5,000
Warehouse, Theater materials like glass and marble,
Church, Stone Tower 100,000 minor architectural flourishes.
Small Castle 2,000,000 major nobles: Stone walls, stone
Minor Noble’s Mansion, roof, tiled floors, glass windows,
8,000,000 50,000
Temple, Medium Castle high ceilings, significant
Large Castle 32,000,000 architectural flourishes.
Major Noble’s Estate, royal: Marble walls, stone roof,
100,000,000
Cathedral marble floors, glass windows, 100,000
Imperial Palace, Basilica 400,000,000 soaring ceilings, art everywhere.
the stronger side will use during the
Warfare upcoming battle checks.
units: Each of the following units cost • Up to 50% stronger: +2
100,000c per month and have same • Up to 2x as strong: +4
fighting power. Scale the cost, power, and • Up to 3x stronger: +6
size of a unit proportionally. • Up to 4x stronger: +8
• More than 4x stronger: +10
• 1 master battle wizard
• 3 battle wizards 3: battle checks: The stronger side
• 25 elite cavalry makes three checks using the above
• 50 veteran cavalry bonus, aiming to get 11 or better.
• 100 trained cavalry 4: pick results: Each success allows the
• 200 untrained cavalry stronger side to secretly pick one result
• 50 elite foot soldiers or archers from the list below and each failure allows
• 100 veteran foot soldiers or archers the weaker side to secretly pick one result.
• 200 trained foot soldiers or archers The same result can be picked multiple
• 400 untrained foot soldiers or archers times. Once all picks have been made,
1: tally fighting power: Sum the they are revealed and resolved.
fighting power of each side’s units. At the • capture: An enemy NPC is captured.
GM’s discretion, improve or reduce a • loot: A enemy item is looted.
side’s fighting power based on its morale • slay: Slay 10% of the enemy army.
and positioning. Each side’s leader may • rescue: Cancel a “Capture” result.
make a CHA check to try and improve • guard: Cancel a “Loot” result.
their side’s power by 50%. If they fail, they • shield: Cancel a “Slay” result.
reduce it by 50%. The important thing is
The side that picks the most results (no
not exact numbers but how strong each
matter how they are resolved) is the
side is relative to the other.
battle’s winner. The other side must
2: establish bonus: Determine how withdraw from the field.
much stronger the stronger side is than
the weaker side. This provides the bonus
district themes city events
1 Alchemy 51 Libraries 1 Alcohol ban 51 Manhunt
2 Alleys 52 Livestock 2 Armor ban 52 Mass arrests
3 Aristocracy 53 Machines 3 Art trend 53 Mass conversion
4 Art galleries 54 Marketplaces 4 Assassination 54 Mass execution
5 Asylums 55 Mausoleums 5 Beggar crowds 55 Mass expulsion
6 Baking 56 Medicine 6 Begging ban 56 Mass pardon
7 Banking 57 Mercenaries 7 Blessing 57 Meat shortage
8 Baths 58 Military 8 Building collapse 58 Metal shortage
9 Bats 59 Monasteries 9 Carnival 59 Military parade
10 Begging 60 Monuments 10 Conscription 60 Missionaries
11 Bells 61 Museums 11 Consecration 61 Mourning
12 Brewing 62 Music 12 Construction 62 Mud
13 Bridges 63 Oil 13 Coronation 63 New invention
14 Bureaucracy 64 Opulence 14 Coup 64 Patrols
15 Business 65 Perfume 15 Crime wave 65 Peace talks
16 Butchery 66 Pleasure 16 Curfew 66 Pilgrims
17 Canals 67 Poultry 17 Delegation 67 Plague
18 Catacombs 68 Printing 18 Demolition 68 Political scandal
19 Cats 69 Prisons 19 Discovery 69 Preaching
20Courts 70 Punishment 20Dueling trend 70 Procession
21 Crime families 71 Rats 21 Earthquake 71 Proclamation
22 Cults 72 Ravens 22 Election 72 Protests
23 Dancing 73 Refuse 23 Evil omens 73 Public debate
24 Dining 74 Religion 24 Excavation 74 Public games
25 Drinking 75 Rituals 25 Execution 75 Public prayer
26 Dueling 76 Roaches 26 Exodus 76 Refugees
27 Fashion 77 Ruins 27 Fashion ban 77 Religious council
28 Festivals 78 Sacrifices 28 Fashion trend 78 Religious scandal
29 Feuds 79 Science 29 Fasting 79 Religious war
30 Fish 80Shipyards 30 Feasting 80Rioting
31 Flies 81 Slavery 31 Fire 81 Sacrifice
32 Flowers 82 Slums 32 Flood 82 Schism
33 Foreigners 83 Smithing 33 Funeral 83 Serial killer
34 Fortifications 84 Smoke 34 Gambling ban 84 Siege
35 Forums 85 Song 35 Gang war 85 Sinkhole
36 Fountains 86 Spices 36 Grain shortage 86 Smoke
37 Fruit 87 Spores 37 Guild war 87 Social scandal
38 Gambling 88 Steam 38 Heresy 88 Spice shortage
39 Gangs 89 Stench 39 Holy day 89 Stench
40 Gardens 90 Temples 40 House war 90 Street racing
41 Government 91 Textiles 41 Hysteria 91 Summoning
42 Graveyards 92 Theaters 42 Iconoclasm 92 Surrender
43 Guilds 93 Thievery 43 Immigration 93 Taxation
44 Horses 94 Towers 44 Inquisition 94 Textile shortage
45 Hounds 95 Training 45 Insurrection 95 Tournament
46 Hunger 96 Trees 46 Invasion 96 Trial
47 Industry 97 Universities 47 Jailbreak 97 Vandalism
48 Inventions 98 Vultures 48 Kidnapping 98 Vermin
49 Lanterns 99 Warehouses 49 Landslide 99 Weapons ban
50 Leisure 00Wizardry 50 Magic ban 00Wedding
street features buildings
1 Aqueduct 51 Livestock 1 Academy 51 Locksmith
2 Arcade 52 Long steps 2 Alchemist 52 Lounge
3 Archway 53 Manure pile 3 Apothecary 53 Manor
4 Awnings 54 Mud 4 Archive 54 Marketplace
5 Balconies 55 Narrow 5 Armorer 55 Mason
6 Barricades 56 Nobility 6 Art dealer 56 Menagerie
7 Benches 57 Oil spill 7 Asylum 57 Monastery
8 Bodies 58 Overgrown 8 Baker 58 Moneylender
9 Bonfire 59 Palanquins 9 Bank 59 Museum
10 Bricklayers 60 Pickpockets 10 Barber 60 Observatory
11 Bridge 61 Piles of rags 11 Bathhouse 61 Opera house
12 Broken glass 62 Pollen clouds 12 Blacksmith 62 Orphanage
13 Broken steps 63 Pool 13 Bookbinder 63 Outfitter
14 Canal 64 Posters 14 Bookseller 64 Palace
15 Carpets 65 Roof access 15 Boyer 65 Park
16 Carriages 66 Roots 16 Brewery 66 Physician
17 Carts 67 Ropes 17 Butcher 67 Potter
18 Catwalks 68 Roundabout 18 Candlemaker 68 Printer
19 Checkpoint 69 Sand pile 19 Carpenter 69 Prison
20Children 70 Scaffolding 20Castle 70 Restaurant
21 Chimneys 71 Sewage 21 Catacombs 71 Ropewalk
22 Clergy 72 Sewer access 22 Chandler 72 Saddler
23 Climbable walls 73 Shrine 23 Cheesemaker 73 Salon
24 Clotheslines 74 Sinkhole 24 Clockmaker 74 Sewers
25 Compost 75 Skybridge 25 Clothier 75 Shipyards
26 Crates 76 Slime 26 Cobbler 76 Shrine
27 Crowd 77 Smoke 27 Cooper 77 Slaughterhouse
28 Crumbling walls 78 Soot 28 Courthouse 78 Stables
29 Curtains 79 Spilled fruit 29 Criminal den 79 Stockyard
30 Dead end 80Statues 30 Curiosity shop 80Stonecarver
31 Dusty 81 Steam 31 Dock 81 Tailor
32 Entertainers 82 Steep roofs 32 Dyer 82 Tannery
33 Fence 83 Steep streets 33 Fighting pit 83 Tattooist
34 Flooding 84 Stepping stones 34 Fletcher 84 Tavern
35 Food stalls 85 Street cleaners 35 Fortuneteller 85 Taxidermist
36 Fountain 86 Street criers 36 Furrier 86 Temple
37 Fresh paint 87 Street hub 37 Gallery 87 Theater
38 Fungi 88 Tarps 38 Gambling hall 88 Tobacconist
39 Gardens 89 Teens 39 Garden 89 Townhouse
40 Gas leak 90 Tents 40 Gatehouse 90 University
41 Gates 91 Thugs 41 Glassworks 91 Veterinarian
42 Graffiti 92 Torches 42 Goldsmith 92 Warehouse
43 Gravel 93 Torn up street 43 Guildhall 93 Watchtower
44 Guards 94 Trees 44 Haberdashery 94 Watermill
45 Hay bales 95 Tunnel 45 Hospital 95 Weapon smith
46 Hot coals 96 Vermin swarms 46 Inn 96 Weaver
47 Incense 97 Vines 47 Jeweler 97 Windmill
48 Ladders 98 Weapon stalls 48 Law office 98 Winery
49 Lampposts 99 Well 49 Leatherworks 99 Wizard’s Tower
50 Lanterns 00Wine spill 50 Library 00Workshop
inn name ( 1) inn name (2)
1 Amber 51 Musical 1 Adder 51 Lamp
2 Bellowing 52 Muttering 2 Ant 52 Lantern
3 Bitter 53 Mysterious 3 Axe 53 Lion
4 Black 54 Nervous 4 Barrel 54 Lute
5 Blazing 55 Nimble 5 Bear 55 Mackerel
6 Bleak 56 Oozing 6 Beaver 56 Maid
7 Blessed 57 Petrified 7 Beetle 57 Mermaid
8 Bloody 58 Prancing 8 Bell 58 Mole
9 Blue 59 Purple 9 Boar 59 Monk
10 Broken 60 Reckless 10 Bone 60 Moon
11 Broken 61 Righteous 11 Boot 61 Mule
12 Busy 62 Roaring 12 Bowl 62 Needle
13 Cacophonous 63 Roasted 13 Bucket 63 Noose
14 Copper 64 Romantic 14 Bull 64 Orb
15 Courageous 65 Ruby 15 Candle 65 Pearl
16 Crimson 66 Salty 16 Cat 66 Pig
17 Cunning 67 Scented 17 Claw 67 Pipe
18 Dancing 68 Scorned 18 Cloak 68 Plow
19 Dead 69 Seven 19 Cock 69 Post
20Disdainful 70 Shimmering 20Coin 70 Prince
21 Drunken 71 Shivering 21 Comb 71 Queen
22 Extravagant 72 Shrieking 22 Cow 72 Rat
23 Fizzing 73 Sickly 23 Crow 73 Rose
24 Floating 74 Silent 24 Crown 74 Saint
25 Flying 75 Silver 25 Cup 75 Serpent
26 Frosty 76 Singing 26 Door 76 Shoe
27 Ghastly 77 Sleeping 27 Dragon 77 Shovel
28 Ghostly 78 Smoking 28 Eagle 78 Skull
29 Glittering 79 Squeaky 29 Egg 79 Snout
30 Golden 80Stubborn 30 Elephant 80Sow
31 Graceful 81 Tainted 31 Fang 81 Spoon
32 Green 82 Terrible 32 Fish 82 Staff
33 Grotesque 83 Thirsty 33 Flea 83 Star
34 Harmless 84 Thirteen 34 Fork 84 Stone
35 Heartless 85 Thorny 35 Giant 85 Sun
36 Helpful 86 Three 36 Griffin 86 Sword
37 Hideous 87 Tipsy 37 Gristle 87 Thistle
38 Honeyed 88 Troublesome 38 Hare 88 Thorn
39 Howling 89 Two 39 Hart 89 Thread
40 Hungry 90 Vexing 40 Hawk 90 Throne
41 Jolly 91 Violet 41 Hen 91 Torch
42 Kindly 92 Wailing 42 Hog 92 Tower
43 Last 93 Wandering 43 Hole 93 Unicorn
44 Lazy 94 Wanton 44 Horse 94 Vulture
45 Loathsome 95 Whispering 45 Hound 95 Weasel
46 Lovesick 96 Whistling 46 Jar 96 Whale
47 Loyal 97 White 47 Kettle 97 Wheel
48 Melancholy 98 Wicked 48 Key 98 Whistle
49 Merry 99 Wondrous 49 Knife 99 Wife
50 Moldy 00Yellow 50 Lamb 00Worm
food form food
1 Aged 51 Marinated 1 Acorn 51 Kidney bean
2 Bacon-wrapped 52 Mashed 2 Alligator 52 Lamb
3 Baked 53 Melt 3 Almond 53 Leek
4 Balls 54 Minced 4 Antelope 54 Lemon
5 Barbecued 55 Moldy 5 Apple 55 Lime
6 Basted 56 Pan-fried 6 Artichokes 56 Lobster
7 Battered 57 Pastry 7 Asparagus 57 Moose
8 Blackened 58 Patty 8 Bass 58 Mushroom
9 Blanched 59 Peppered 9 Bear 59 Mussels
10 Boiled 60 Pickled 10 Beaver 60 Mutton
11 Braised 61 Pie 11 Beef 61 Onion
12 Breaded 62 Poached 12 Beet 62 Orange
13 Brined 63 Porridge 13 Bell pepper 63 Ox
14 Broiled 64 Pudding 14 Bison 64 Partridge
15 Broth 65 Quiche 15 Blueberry 65 Pea
16 Browned 66 Rancid 16 Broccoli 66 Pear
17 Buttered 67 Raw 17 Brussels sprout 67 Perch
18 Cake 68 Roasted 18 Cabbage 68 Pheasant
19 Candied 69 Roll 19 Carp 69 Pork
20Canned 70 Salad 20Carrot 70 Possum
21 Caramelized 71 Salted 21 Catfish 71 Potato
22 Casserole 72 Sandwich 22 Cattail 72 Pumpkin
23 Charred 73 Sausage 23 Cauliflower 73 Quail
24 Chilled 74 Sautéed 24 Caviar 74 Rabbit
25 Chowder 75 Seared 25 Celery 75 Raccoon
26 Cobbler 76 Seasoned 26 Cheese 76 Radish
27 Creamed 77 Shredded 27 Cherry 77 Raspberry
28 Crumble 78 Simmered 28 Chestnut 78 Rat
29 Cubed 79 Slow-cooked 29 Chicken 79 Reindeer
30 Cured 80Smoked 30 Clams 80Rhubarb
31 Deep-fried 81 Soup 31 Corn 81 Salmon
32 Diced 82 Sour 32 Crab 82 Shrimp
33 Drunk 83 Spiced 33 Crayfish 83 Snails
34 Emulsified 84 Spit-roasted 34 Cucumber 84 Snake
35 Fermented 85 Stale 35 Dandelion 85 Spinach
36 Flambéd 86 Steamed 36 Duck 86 Squash
37 Fondue 87 Stewed 37 Eel 87 Squirrel
38 Frozen 88 Stir-fried 38 Egg 88 Strawberry
39 Glazed 89 Strips 39 Eggplant 89 Sturgeon
40 Grilled 90 Strudel 40 Elk 90 Tangerine
41 Gruel 91 Stuffed 41 Goat 91 Tomato
42 Hash 92 Sugared 42 Goose 92 Trout
43 Hasty 93 Sun-dried 43 Grape 93 Turkey
44 Honeyed 94 Tenderized 44 Grapefruit 94 Turnip
45 Iced 95 Toasted 45 Green bean 95 Turtle
46 Inside-out 96 Turnover 46 Guinea pig 96 Veal
47 Jellied 97 Undercooked 47 Ham 97 Venison
48 Layered 98 Upside-down 48 Hare 98 Walnut
49 Live 99 Wind-dried 49 Hazelnut 99 Wild boar
50 Loaf 00Wrapped 50 Hot pepper 00Yam
factions faction traits
1 Actors’ guild 51 Merchant cartel 1 Activist 51 Law-abiding
2 Angelic army 52 Midwife union 2 Aging 52 Learned
3 Art movement 53 Militia 3 Anarchic 53 Magical
4 Art school 54 Mining company 4 Ancient 54 Manipulative
5 Assassins’ guild 55 Monastery 5 Artistic 55 Martial
6 Bandit troop 56 Monster hunters 6 Athletic 56 Monarchist
7 Banking corp 57 Mothers 7 Avant-garde 57 Murderous
8 Barbarian horde 58 Mutants 8 Backstabbing 58 Musical
9 Bards’ guild 59 National church 9 Bankrupt 59 Mutated
10 Beggars’ guild 60 Naval crew 10 Breakaway 60 National reach
11 Big game hunters 61 Necromancers 11 Bureaucratic 61 Obnoxious
12 Burgling crew 62 Noble house 12 Charitable 62 Ostentatious
13 Chimney sweeps 63 Officers’ club 13 Code of conduct 63 Patriotic
14 Circus troupe 64 Oracles’ circle 14 Connected 64 Pious
15 City council 65 Outlander clan 15 Contemptuous 65 Pious
16 City guard 66 Peacekeepers 16 Corrupt 66 Popular
17 Convent 67 Philosophy club 17 Crime-fighting 67 Predatory
18 Counterfeiters 68 Pirate crew 18 Decadent 68 Predictable
19 Courtier faction 69 Poachers 19 Desperate 69 Proselytizing
20Crafting guild 70 Social movement 20Discriminatory 70 Proud
21 Crime family 71 Political party 21 Disciplined 71 Respected
22 Cult fanatics 72 Ranger squad 22 Divided 72 Reunified
23 Debate society 73 Religious sect 23 Dwindling 73 Revered
24 Demonic army 74 Resistance 24 Egalitarian 74 Reviled
25 Deserter band 75 Royal army 25 Elite 75 Revolutionary
26 Dragon cult 76 Royal house 26 Eloquent 76 Righteous
27 Druid circle 77 Scholar’s circle 27 Elusive 77 Rules-bound
28 Dungeoneer guild 78 School faculty 28 Erratic 78 Ruthless
29 Elite warriors 79 Secret society 29 Exclusive 79 Scrappy
30 Explorer’s club 80Sewer people 30 Expanding 80Secretive
31 Fencing school 81 Smuggling ring 31 Family 81 Single-minded
32 Fight club 82 Sports league 32 Fanatical 82 Slandered
33 Fraternity 83 Sports team 33 Feared 83 Snobby
34 Free company 84 Spy network 34 Fractious 84 Stealthy
35 Gambling ring 85 Street artists 35 Genteel 85 Stodgy
36 Ghost society 86 Street gang 36 Glamorous 86 Subversive
37 Gladiator league 87 Street musicians 37 Global reach 87 Suppressed
38 Gourmand club 88 Student union 38 Gullible 88 Thieving
39 Gravediggers 89 Terrorist cell 39 Heretical 89 Threatened
40 Healing order 90 Thieves’ guild 40 Homeless 90 Thriving
41 Heist crew 91 Trade company 41 Hunted 91 Traitorous
42 Heretical sect 92 Urchin swarm 42 Inbred 92 Undead
43 High council 93 Vampire clan 43 Incompetent 93 Up-and-coming
44 Hired muscle 94 Veteran society 44 Incorruptible 94 Wealthy
45 Illuminati 95 Vigilante league 45 Inquisitive 95 Welcoming
46 Inquisition 96 Warlock pact 46 Insane 96 Well-armed
47 Knightly order 97 Werewolf pack 47 Insular 97 Well-provisioned
48 Living machines 98 Witch coven 48 Internecine 98 Wretched
49 Local watch 99 Wizard school 49 Intoxicated 99 Xenophobic
50 Mad scientists 00Zombie horde 50 Laid back 00Youthful
missions rewards
1 Apprehend NPC 51 Infiltrate faction 1 A blind eye 51 Magical ally
2 Arrange marriage 52 Investigate crime 2 Alcohol 52 Mansion
3 Awaken monster 53 Kidnap leader 3 Armor 53 Meeting
4 Banish demon 54 Kidnap NPC 4 Army 54 Mercenaries
5 Befoul location 55 Kill leader 5 Artwork 55 Mine
6 Blackmail NPC 56 Kill NPC 6 Blackmail 56 Monster ally
7 Bribe faction 57 Locate city 7 Blessing 57 Monst. weakness
8 Bribe NPC 58 Locate dungeon 8 Blueprints 58 Noble clothing
9 Burgle building 59 Locate faction 9 Business 59 Noble title
10 Chart dungeon 60 Locate item 10 Caravel 60 NPC weakness
11 Chart region 61 Locate landmark 11 Carriage 61 Palace
12 Clear dungeon 62 Locate NPC 12 Castle 62 Pardon
13 Clear lair 63 Locate region 13 Chapel 63 Planar portal
14 Control building 64 Loot dungeon 14 Charter 64 Political clout
15 Craft item 65 Overthrow NPC 15 City map 65 Printing press
16 Cripple NPC 66 Patrol building 16 Companion 66 Rare animal
17 Deceive faction 67 Patrol city 17 Contract 67 Rare material
18 Deceive NPC 68 Persuade faction 18 Cottage 68 Reduced sentence
19 Deface building 69 Persuade NPC 19 Craftsmen 69 Region map
20Defraud NPC 70 Plant item 20Cypher 70 Relic
21 Destroy building 71 Poison NPC 21 Dungeon 71 Religious clout
22 Destroy item 72 Prank NPC 22 Dungeon map 72 Renown
23 Destroy monster 73 Protect building 23 Endorsement 73 Revenge
24 Destroy warband 74 Protect item 24 Estate 74 Rights
25 Discredit NPC 75 Protect NPC 25 Expert 75 Royal clothing
26 Drown NPC 76 Pursue NPC 26 Faction ally 76 Safe passage
27 Duplicate item 77 Raid building 27 Falcons 77 Secret
28 Entertain NPC 78 Replace item 28 Familiar 78 Servants
29 Entrap NPC 79 Replace NPC 29 Farm 79 Shortcut
30 Escape building 80Rescue family 30 Favor 80Sloop
31 Escape city 81 Rescue leader 31 Fishing boat 81 Social clout
32 Escape dungeon 82 Rescue NPC 32 Fleet 82 Spellbook
33 Escape region 83 Resolve dispute 33 Forge 83 Spices
34 Escort NPC 84 Retrieve item 34 Formula 84 Supplies
35 Extort NPC 85 Rob faction 35 Galleon 85 Tavern
36 Follow NPC 86 Rob NPC 36 Gold 86 Temple
37 Forge weapon 87 Sabotage item 37 Guide 87 Theater
38 Frame NPC 88 Sabotage treaty 38 Guildhall 88 Time extension
39 Frighten NPC 89 Sabotage wedding 39 Healing 89 Tower
40 Haunt building 90 Seduce NPC 40 Hideout 90 Training
41 Haunt NPC 91 Smuggle item in 41 Hirelings 91 Transformation
42 Hide item 92 Smuggle item out 42 Hounds 92 Transport
43 Hide NPC 93 Spread rumor 43 House 93 Treasure
44 Humiliate NPC 94 Spy on faction 44 Influential ally 94 Treasure map
45 Impersonate NPC 95 Spy on NPC 45 Jewels 95 Vineyard
46 Impress faction 96 Summon being 46 Key 96 Wagon
47 Impress NPC 97 Survive test 47 Land 97 Warband
48 Infiltrate building 98 Tame monster 48 Livestock 98 Warhorse
49 Infiltrate city 99 Transport item 49 Machine 99 Wealthy clothing
50 Infiltrate dungeon00Transport NPC 50 Magic item 00Weapons
gambling: The player wagers some
Downtime money (up to a house limit) then the DM
rolls a d6. The player then makes a choice:
carousing: Carousing takes up a whole
either bow out and lose half of their
night and costs a PC d10×50c in villages,
wager or try to roll a d6 higher than the
d10×100c in towns, d10×200c in cities. It
DM’s roll. If they roll and succeed, they
also grants the PC XP equal to the amount
win double their wager. If they fail, they
spent. In the morning, succeed at a CON
lose everything they wagered.
check or roll a mishap.
d20 carousing mishaps research: Most cities contain sages who
1 You made a public fool of yourself. can answer esoteric questions,as long as
2 Take d3 direct damage from a fight. the party completes quests for them.
3 Pay d100c due to fines. career training: To gain a new career,
4 You are engaged to be married. a PC must find an expert in that career
5 Lose d1000c from gambling. and spend the required amount of time
Obnoxious groupies follow you and money.
6
everywhere.
career types
7 You’ve made an enemy.
common: Careers requiring skills that
8 You have an ugly, prominent tattoo.
untrained people could perform (poorly).
You have -5 on all tests today due to a Gaining a common career grants the PC a
9
hangover. +5 on related non-combat checks.
10 You have joined a local faction. Requires 1 month and 1000c.
Take d3 direct damage and lose d100c uncommon: Careers that require training
11
due to being robbed. to perform at all. Gaining an uncommon
12 You wake up in prison. career allows the PC to attempt related
13 The building is on fire! tasks. These careers can be trained a
Everyone expects you to complete a
14 second time to grant the PC a +5 on
mission due to outlandish boasts. related non-combat checks. Requires 3
You have a duel scheduled for the months and 5000c per training.
15
next dawn. rare: Careers requiring esoteric skills
16 You signed a shady contract. and carefully guarded knowledge. Gaining
17 A stranger’s corpse is on the floor. a rare career allows the PC to attempt
18 You’ve made an enemy of a faction. related tasks. These careers can be trained
19 All your belongings have been stolen. a second time to grant the PC a +5 on
You meet a new companion who related non-combat checks. Requires 1
20
wants to join your party. year and 30,000c per training.
Wage: 600c/month for common experts,
Recruiting 1200c/month for uncommon experts,
2400c/month for rare experts, level: 1,
hirelings: Hirelings assist with unskilled
HP: d8, item slots: 10, morale: 7.
dungeon crawling tasks like carrying
torches and hauling treasure. They will Common experts: Baker, Boatman, Butcher,
not do dangerous tasks like fighting or Cook, Fisherman, Gardener, Puppeteer, etc.
disabling traps and will hang back from Uncommon experts: Acrobat, Actor,
the rest of the party. d10 hirelings are Blacksmith, Bookbinder, Carpenter, Hunter,
available in a village, 3d10 in a town, and etc.
10d10 in a city. Reroll every month.
Rare experts: Alchemist, Arcanist, Oracle,
Wage: 300c/month, level: 0, HP: 1, AP: 1, Courtier, Cultist, Assassin, Falconer, etc.
item slots: 10, morale: 4.
companions: Companions are generated
Examples: Torchbearers, porters, etc. like a PC, do not make morale checks, and
mercenaries: Mercenaries are hired will fight to the death for their employer
soldiers who will not follow PCs into if required. GMs should generate a
dungeons, but will otherwise fight for number of unique companions ahead of
them. They are generally hired in as time for the PCs to encounter or recruit.
security in wilderness exploration or as They take a half share of any treasure and
soldiers. d6 mercenaries are available in a XP found and can gain levels over time.
village, 3d6 in a town, and 10d6 in a city. They will only follow PCs of a higher
Reroll every month. level. A PC’s CHA sets their maximum
number of companions.
Wage: 600c/month, level: 1, HP: d6, AP:
4, item slots: 10, morale: 8. Wage: A half share of treasure and XP,
level: 1, HP: d6 per level, item slots: 10,
Examples: Swordsmen, bowmen, pikemen, etc.
morale: n/a.
experts: Experts are professionals who
will only provide services within their
area of expertise. They will follow PCs
into dungeons, but will not fight or put
themselves at risk beyond what their
career requires. Common experts are
found in any settlement, uncommon
experts are only found in towns and cities,
and rare experts are only found in cities.
male names female names
1 Alaric 51 Jasper 1 Adelaide 51 Ingrid
2 Aldous 52 Jeremiah 2 Agnes 52 Ione
3 Alton 53 Jiles 3 Alma 53 Iris
4 Archibald 54 Jules 4 Anastasia 54 Isabetta
5 Arne 55 Kenric 5 Anika 55 Isolde
6 Arthur 56 Leif 6 Annora 56 Jacquette
7 Balthazar 57 Leopold 7 Astrid 57 Jeanne
8 Bard 58 Leoric 8 Barsaba 58 Jessamine
9 Bartholomew 59 Lothar 9 Beatrix 59 Jilly
10 Bartlett 60 Lucian 10 Bethel 60 Lavinia
11 Basil 61 Merrick 11 Bianca 61 Lisbet
12 Baxton 62 Milo 12 Blanche 62 Madelena
13 Benedict 63 Mordred 13 Bodil 63 Margot
14 Bennett 64 Mortimer 14 Bridget 64 Marian
15 Beorn 65 Neville 15 Brunhilde 65 Marigold
16 Bertram 66 Odel 16 Calypso 66 Matilda
17 Burchard 67 Ogden 17 Catalina 67 Melisande
18 Cadman 68 Orion 18 Cecilia 68 Millicent
19 Caspian 69 Orvyn 19 Celeste 69 Minerva
20Chadwick 70 Osric 20Charlotte 70 Morgan
21 Clovis 71 Oswald 21 Cleopha 71 Nerissa
22 Conrad 72 Paschal 22 Clotilde 72 Odette
23 Corbett 73 Percival 23 Clover 73 Olga
24 Crispin 74 Peregrine 24 Colette 74 Olivia
25 Cyprian 75 Piers 25 Constance 75 Orchid
26 Cyrus 76 Quentin 26 Damaris 76 Pepper
27 Daegal 77 Randolf 27 Daphne 77 Petra
28 Denis 78 Redmaine 28 Demona 78 Philomena
29 Destrian 79 Reinhold 29 Desirae 79 Phoebe
30 Drogo 80Rex 30 Ella 80Piety
31 Eldon 81 Ricard 31 Elsbeth 81 Poppy
32 Ellis 82 Roland 32 Esme 82 Portia
33 Elric 83 Ruffus 33 Eulalia 83 Rosalind
34 Emil 84 Silas 34 Euphemia 84 Rose
35 Erasmus 85 Stilton 35 Eydis 85 Sabina
36 Faustus 86 Stratford 36 Fern 86 Sif
37 Felix 87 Sylvio 37 Fiora 87 Sigourney
38 Finn 88 Tenpiece 38 Fleur 88 Sigrid
39 Finnian 89 Thaddeus 39 Florence 89 Silence
40 Fitzhugh 90 Torsten 40 Francesca 90 Sybil
41 Florian 91 Tristan 41 Gertrude 91 Tabitha
42 Fox 92 Urban 42 Giselle 92 Trillby
43 Galileo 93 Valentin 43 Godiva 93 Ulfhild
44 Giles 94 Valerian 44 Guinevere 94 Ursula
45 Godfrey 95 Virgil 45 Heloise 95 Vivian
46 Godwin 96 Warrick 46 Henrietta 96 Wendy
47 Grimwald 97 Waverly 47 Hester 97 Willow
48 Hamlin 98 Webster 48 Hippolyta 98 Winifred
49 Hannibal 99 Wilkin 49 Honora 99 Yvette
50 Hildebrand 00Wymond 50 Imogene 00Zora
surname 1 surname 2
1 Adder- 51 Hart- 1 -bald 51 -ling
2 Apple- 52 Haver- 2 -barrow 52 -lish
3 Ash- 53 Hedge- 3 -batch 53 -lock
4 Bab- 54 Hither- 4 -beck 54 -long
5 Bag- 55 Holly- 5 -blood 55 -low
6 Bar- 56 Honey- 6 -bold 56 -ly
7 Barrow- 57 Horn- 7 -bone 57 -man
8 Basker- 58 Kettle- 8 -bottle 58 -march
9 Beau- 59 Kings- 9 -bottom 59 -mark
10 Beetle- 60 Little- 10 -bridge 60 -marl
11 Berry- 61 Long- 11 -buck 61 -marsh
12 Bird- 62 Love- 12 -burn 62 -mass
13 Brandy- 63 Middle- 13 -bury 63 -meer
14 Bright- 64 Mug- 14 -by 64 -mond
15 Brindle- 65 Nether- 15 -caster 65 -mont
16 Bull- 66 Never- 16 -castle 66 -mor
17 Bux- 67 Obling- 17 -chester 67 -morn
18 Caven- 68 Pember- 18 -child 68 -nick
19 Chelten- 69 Penning- 19 -church 69 -ny
20Chester- 70 Pens- 20-cliff 70 -port
21 Chuff- 71 Pinker- 21 -cloth 71 -ridge
22 Chum- 72 Porten- 22 -coat 72 -row
23 Clod- 73 Quill- 23 -combe 73 -sea
24 Cobble- 74 Rath- 24 -cott 74 -set
25 Cotten- 75 Sack- 25 -dale 75 -shot
26 Cress- 76 Sallow- 26 -dish 76 -sop
27 Crom- 77 Salt- 27 -ditch 77 -spoon
28 Cumber- 78 Scor- 28 -down 78 -staff
29 Dela- 79 Sedge- 29 -fax 79 -stoke
30 Dig- 80Silver- 30 -feld 80-stone
31 Draw- 81 Slither- 31 -fent 81 -ten
32 Dreg- 82 Smit- 32 -fer 82 -thorn
33 Drol- 83 Snod- 33 -field 83 -thorpe
34 Dun- 84 Souther- 34 -foot 84 -throp
35 Even- 85 Stew- 35 -force 85 -ton
36 Ever- 86 Stir- 36 -fort 86 -tooth
37 Fair- 87 Swine- 37 -fry 87 -top
38 Fallow- 88 Tar- 38 -gale 88 -vane
39 Farthing- 89 Temple- 39 -grass 89 -ville
40 Feather- 90 Tide- 40 -grave 90 -wald
41 Ferns- 91 Tread- 41 -green 91 -wark
42 Fox- 92 Under- 42 -grove 92 -watch
43 Gam- 93 Vander- 43 -ham 93 -water
44 Gird- 94 Weather- 44 -hill 94 -well
45 Gos- 95 Wester- 45 -hope 95 -whistle
46 Grey- 96 Wex- 46 -lack 96 -wick
47 Grim- 97 Whit- 47 -lain 97 -wood
48 Half- 98 Wither- 48 -land 98 -worm
49 Hard- 99 Withing- 49 -less 99 -worth
50 Harrow- 00Wy- 50 -lin 00-worthy
personalities npc traits
1 Always Bored 51 Klutz 1 Acid Scar 51 Missing Finger
2 Anxious 52 Know-it-all 2 Angular Face 52 Missing Foot
3 Arrogant 53 Knows Everybody 3 Aquiline Face 53 Missing Hand
4 Blunt 54 Logical 4 Arrow Scar 54 Missing Leg
5 Bossy 55 Love-struck 5 Athletic 55 Missing Teeth
6 Braggart 56 Manic 6 Bad Eyesight 56 Mute
7 Bully 57 Melancholic 7 Bald 57 No Eyebrows
8 Can-do Attitude 58 Misanthrope 8 Beautiful 58 Noose Scar
9 Chatterbox 59 Miserly 9 Birthmark 59 Oily
10 Chipper 60 Morbid 10 Bite Mark 60 Pageboy Hair
11 Chummy 61 Naive 11 Blade Scar 61 Patrician Face
12 Competitive 62 Narcissist 12 Blind 62 Perfect Posture
13 Compulsive Liar 63 Nerd 13 Blunt Face 63 Perfumed
14 Condescending 64 Never Gives Up 14 Bony 64 Piercings
15 Conniving 65 Obsessive 15 Braided Hair 65 Pointed Face
16 Courageous 66 Over-Cautious 16 Brawny 66 Ponytail
17 Cowardly 67 Paranoid 17 Bristly Hair 67 Pox Scars
18 Creep 68 Patriotic 18 Broken Nose 68 Ripped
19 Cryptic 69 Pedantic 19 Burn Scar 69 Ritual Scar
20Debonair 70 Perfect Manners 20Bushy Brows 70 Rosy Face
21 Decadent 71 Perfectionist 21 Childish Face 71 Rotten Teeth
22 Ditz 72 Pious 22 Chiseled Face 72 Round Face
23 Dogmatic 73 Power-hungry 23 Claw Scar 73 Rugged
24 Droll 74 Prejudiced 24 Coiffed 74 Scrawny
25 Eloquent 75 Prickly 25 Corpulent 75 Shaggy Hair
26 Epicurean 76 Proselytizer 26 Craggy Face 76 Sharp Teeth
27 Fanatic 77 Righteous 27 Crooked Teeth 77 Shriveled
28 Femme fatale 78 Rigid Discipline 28 Cropped Hair 78 Silky Hair
29 Fiercely Loyal 79 Ruthless 29 Curly Hair 79 Sinewy
30 Flamboyant 80Sadist 30 Deaf 80 Slender
31 Flirt 81 Sarcastic 31 Delicate 81 Slicked Hair
32 Folksy 82 Self-pitying 32 Delicate Face 82 Slouched
33 Formal 83 Serene 33 Dreadlocks 83 Smelly
34 Generous 84 Skeptical 34 Filthy Hair 84 Square Face
35 Germaphobe 85 Slacker 35 Flabby 85 Squint
36 Glutton 86 Slovenly 36 Flat Face 86 Statuesque
37 Gossip 87 Snitch 37 Freckles 87 Stout
38 Gullible 88 Snob 38 Furrowed Face 88 Sweaty
39 Hard-boiled 89 Sophist 39 Gaunt 89 Tattooed
40 Holds a Grudge 90 Spacey 40 Gold Tooth 90 Tiny
41 Honorable 91 Superstitious 41 Hard Of Hearing 91 Topknot
42 Hothead 92 Terrible Memory 42 Hulking 92 Towering
43 Humorless 93 Thick 43 Lanky 93 Twisted Lip
44 Idealistic 94 Toady 44 Lantern Jaw 94 Very Long Hair
45 Imperious 95 Totally Unreliable 45 Limp 95 Warts
46 Impulsive 96 Truthful 46 Lumpy Face 96 Wavy Hair
47 Insecure 97 Uptight 47 Luxurious Hair 97 Weathered Face
48 Intense 98 Whiner 48 Missing Arm 98 Willowy
49 Jealous 99 Windbag 49 Missing Ear 99 Wiry
50 Jerk 00Wisecracking 50 Missing Eye 00 Wispy Hair
professions goals
1 Abbot 51 Interpreter 1 Achieve holiness 51 Enforce morality
2 Acolyte 52 Jailer 2 Acquire followers 52 Enlightenment
3 Acrobat 53 Jester 3 Acquire land 53 Entertainment
4 Adviser 54 Jeweler 4 Acquire wealth 54 Fame and glory
5 Alchemist 55 Juggler 5 Advise leader 55 Find justice
6 Alewife 56 Knight 6 Amaze city 56 Find love
7 Apothecary 57 Lady 7 Avoid detection 57 Frame faction
8 Archer 58 Locksmith 8 Become free 58 Frighten city
9 Artisan 59 Mariner 9 Become infamous 59 Frighten faction
10 Artist 60 Merchant 10 Become learned 60 Gain respect
11 Baker 61 Minstrel 11 Clear region 61 Get revenge
12 Beggar 62 Monarch 12 Collect artifacts 62 Hear rumors
13 Blacksmith 63 Moneylender 13 Conquer city 63 Indulge tastes
14 Bookbinder 64 Monk 14 Conquer region 64 Join faction
15 Brewer 65 Musician 15 Control city 65 Join nobility
16 Burglar 66 Orphan 16 Control faction 66 Lead faction
17 Circus performer 67 Outlander 17 Control magic 67 Map wild
18 Carpenter 68 Outlaw 18 Control military 68 Master skill
19 Composer 69 Page 19 Control politics 69 Overthrow ruler
20Cook 70 Peddler 20Control religion 70 Pacify faction
21 Count 71 Pilgrim 21 Control trade 71 Protect artifacts
22 Courtier 72 Poacher 22 Create army 72 Protect borders
23 Cutpurse 73 Poisoner 23 Create art 73 Protect city
24 Doctor 74 Priest 24 Create base 74 Protect faction
25 Dogcatcher 75 Prince 25 Create city 75 Protect family
26 Dramaturge 76 Privateer 26 Create disease 76 Protect history
27 Duke 77 Ratcatcher 27 Create dungeon 77 Protect leader
28 Earl 78 Scholar 28 Create faction 78 Protect region
29 Eunuch 79 Scribe 29 Create family 79 Protect the weak
30 Executioner 80Sellsword 30 Create machine 80Publish works
31 Falconer 81 Ship’s Captain 31 Create monopoly 81 Purge traitors
32 Farmer 82 Shopkeeper 32 Create monster 82 Raise the dead
33 Fence 83 Smuggler 33 Create portal 83 Restore faction
34 Fisherman 84 Soldier 34 Cripple faction 84 Restore ruler
35 Fishwife 85 Spy 35 Cure disease 85 Rule city
36 Fortuneteller 86 Squire 36 Destroy army 86 Rule realm
37 Galley slave 87 Student 37 Destroy artifacts 87 Rule world
38 Gambler 88 Swindler 38 Destroy city 88 Sabotage faction
39 Gardener 89 Tailor 39 Destroy faction 89 See the world
40 General 90 Tavern Wench 40 Destroy family 90 Serve a deity
41 Gladiator 91 Thespian 41 Destroy magic 91 Serve evil
42 Governess 92 Tomb Robber 42 Destroy nobility 92 Serve faction
43 Gravedigger 93 Torturer 43 Destroy realm 93 Serve ideology
44 Horse breeder 94 Trapper 44 Destroy religion 94 Serve leader
45 Guard 95 Urchin 45 Destroy world 95 Serve the needy
46 Gypsy 96 Vagrant 46 Discredit faction 96 Share knowledge
47 Herbalist 97 Viscount 47 Distribute wealth 97 Slay monsters
48 Hermit 98 Vizier 48 End poverty 98 Sow chaos
49 Hunter 99 Wigmaker 49 End war 99 Spread beliefs
50 Innkeeper 00Young Lady 50 Enforce law 00Survive dangers
npc assets npc liabilities
1 Agile 51 Natural leader 1 Alcoholic 51 Many exes
2 Assassin leader 52 Nobility 2 Arthritis 52 Migraines
3 Bodyguards 53 Nothing to lose 3 Bad leader 53 Military enemy
4 Building access 54 Owed favors 4 Bad liar 54 Mind-controlled
5 Card shark 55 Owed money 5 Bankrupt 55 Misinformed
6 Charming 56 Owns armory 6 Beholden 56 Money trail
7 Contortionist 57 Owns army 7 Blackmailed 57 Mutant
8 Cooks books 58 Owns castle 8 Blind 58 Narcissist
9 Cult leader 59 Owns factory 9 Cannot count 59 Needs flattery
10 Demigod 60 Owns fleet 10 Cannot read 60 Needs medicine
11 Disciples 61 Owns library 11 Clumsy 61 No rights
12 Disguises 62 Owns manor 12 Condescending 62 Non-human
13 Dungeon access 63 Owns mine 13 Coward 63 Obese
14 Elite archer 64 Owns press 14 Crippled 64 Obnoxious
15 Elite fighter 65 Owns relics 15 Cursed 65 OCD
16 Erases evidence 66 Owns ship 16 Deaf 66 Outcast
17 Excellent liar 67 Owns spellbooks 17 Decadent 67 Paranoid
18 Extremely rich 68 Owns stables 18 Disloyal followers 68 Pariah
19 Faction leader 69 Owns the guards 19 Disobeys orders 69 Party animal
20Faction member 70 Owns tower 20Drug addicted 70 Political enemy
21 Famous actor 71 Owns warband 21 Evil lineage 71 Polygamist
22 Famous artist 72 Police leader 22 Exiled 72 Poor equipment
23 Famous cleric 73 Political leader 23 Faction enemy 73 Prison record
24 Famous composer74 Potion stockpile 24 Faints 74 Reckless
25 Famous explorer 75 Powerful ex 25 Family enemy 75 Refugee
26 Famous general 76 Powerful friend 26 Flirts constantly 76 Religious enemy
27 Famous poet 77 Powerful lover 27 Fragile 77 Scandalous birth
28 Famous sculptor 78 Powerful parent 28 Gambling addict 78 Secret lover
29 Fast 79 Powerful spouse 29 Gets in fights 79 Seizures
30 Feared 80Procures gear 30 Glutton 80Senile
31 Fence 81 Pulls the strings 31 Greedy 81 Softhearted
32 Forges papers 82 Religious leader 32 Gullible 82 Strict routines
33 Gorgeous 83 Respected 33 Hemophilia 83 Stupid
34 Hears rumors 84 Saboteur 34 Heretic 84 Superstitious
35 Heir to a fortune 85 Secret base 35 Hideous 85 Surveilled
36 Huge family 86 Secret lab 36 Huge debts 86 Suspicious
37 Impersonator 87 Secret powers 37 Impostor 87 Temper
38 Instructor 88 Secret weapon 38 Insurrectionist 88 Too generous
39 Intimidating 89 Sells contraband 39 Jealous 89 Transformed
40 Knows buyers 90 Servants 40 Known con artist 90 Trusting
41 Knows shortcut 91 Shapeshifter 41 Known murderer 91 Uncool
42 Launders money 92 Smuggles goods 42 Known thief 92 Undead
43 Local knowledge 93 Spy network 43 Known vandal 93 Unpopular
44 Loremaster 94 Stage magician 44 Laughingstock 94 Vampire
45 Loyal henchmen 95 Stealthy 45 Lazy 95 Very short
46 Master mage 96 Strong 46 Leaves evidence 96 Wanted
47 Mechanical expert97 Trained animals 47 Lends too much 97 War criminal
48 Middling oracle 98 Trained monsters 48 Loud 98 Weak-willed
49 Military leader 99 Unbreakable 49 Lowborn 99 Werewolf
50 Multilingual 00War hero 50 Many enemies 00Widely despised
relationships mannerisms
1 Acquaintance 51 Kidnapper 1 Anecdotes 51 Narrates
2 Admirer 52 Lover 2 Asides 52 Nasal
3 Adviser 53 Maid 3 Authoritative 53 Ominous
4 Ally 54 Master 4 Booming 54 Overconfident
5 Apprentice 55 Mentor 5 Breathy 55 Overly casual
6 Assistant 56 Niece or nephew 6 Brusque 56 Pedantic
7 Aunt or uncle 57 Nemesis 7 Chatty 57 Platitudinous
8 Believer 58 Oppressor 8 Cheery 58 Ponderous
9 Beneficiary 59 Paid companion 9 Chuckles 59 Pontificating
10 Best friend 60 Paramour 10 Clipped 60 Precise
11 Blackmailer 61 Parent 11 Cocky 61 Prissy
12 Bodyguard 62 Patron 12 Condescending 62 Profane
13 Business partner 63 Pen pal 13 Conspiratorial 63 Professorial
14 Business rival 64 Political prisoner 14 Crooning 64 Purring
15 Buyer 65 Political rival 15 Cryptic 65 Quaint sayings
16 Captive 66 Predator 16 Curt 66 Quiet
17 Captor 67 Prey 17 Deadpan 67 Quivering
18 Champion 68 Prisoner 18 Deep voice 68 Quotations
19 Child 69 Protege 19 Dramatic 69 Rambling
20Client 70 Quarry 20Drawl 70 Random facts
21 Coach 71 Right hand 21 Droning 71 Ranting
22 Collaborator 72 Rival suitor 22 Effusive 72 Rapid-fire
23 Colleague 73 Servant 23 Enunciates 73 Raspy
24 Competitor 74 Sibling 24 Flowery 74 Resonant
25 Confessor 75 Snitch 25 Genteel 75 Rhyming
26 Confidant 76 Social rival 26 Grave 76 Rhythmic
27 Contact 77 Source 27 Gravelly 77 Robotic
28 Crush 78 Sponsor 28 Growling 78 Sarcastic
29 Customer 79 Spouse 29 Halting 79 Sardonic
30 Debtholder 80Stalker 30 Hiccups 80Seductive
31 Debtor 81 Step-child 31 Highly formal 81 Shrill
32 Disciple 82 Step-parent 32 Histrionic 82 Sing-song
33 Donor 83 Step-sibling 33 Hoarse 83 Slow speech
34 Employee 84 Steward 34 Honeyed 84 Slurring
35 Employer 85 Student 35 Hushed 85 Sneering
36 Ex-spouse 86 Suitor 36 Hyperbolic 86 Sonorous
37 Fan 87 Supplicant 37 Hypnotic 87 Soothing
38 Fiance 88 Supplier 38 Incoherent 88 Speechifies
39 Frenemy 89 Sweetheart 39 Insistent 89 Squeaky
40 Grandchild 90 Teacher 40 Interrupts 90 Street slang
41 Grandparent 91 Teammate 41 Jovial 91 Stutters
42 Guardian 92 Thrall 42 Laconic 92 Talks to self
43 Guest 93 Tormentor 43 Languid 93 Trails off
44 Half-sibling 94 Trainer 44 Lilting 94 Upspoken
45 Harasser 95 Unrequited love 45 Long pauses 95 Vitriolic
46 Henchman 96 Valet 46 Melodious 96 Voice breaks
47 Housekeeper 97 Vassal 47 Monosyllabic 97 Warm
48 Idol 98 Victim 48 Monotone 98 Whispers
49 Investor 99 War buddy 49 Mumbles 99 Wistful
50 Jilted lover 00Ward 50 Name-drops 00Wry
Monsters Bestiary
creating monsters: Use the tables on bandit: AP 2 (AC 13), LVL 1, HP 4, ATK
the following pages to generate ideas for 1 (damage by weapon), MOV 40’, MRL 8,
monsters, or just use monsters from other NA d8 (3d10). Prefer to ambush.
traditional adventure games, which are skeleton: AP 1 (AC 12), LVL 1, HP 4,
fully compatible with Knave. The ATK 1 (damage by weapon), MOV 20’,
examples in the following bestiary serve MRL 12, NA 3d4 (3d10). Silent. Immune
as a guide. to biological or mental affects.
monster stats: Monsters only have a orc: AP 2 (AC 13), LVL 1, HP 4, ATK 1
few statistics to keep track of: (damage by weapon), MOV 40’, MRL 6,
• armor: Like PCs, Monsters have NA 2d4 (d6×10). Takes -5 in full sun.
Armor Points ranging from 0 to 10. The owl bear: AP 3 (AC 14), LVL 5, HP 20,
target number needed to hit that ATK 2 claws (d8) and 1 bite (d8), MOV
monster (Armor Class) is equal to 40’, MRL 9, NA d4 (d4). Deals +2d8
AP+11. Both are given for a monster in damage when both claws hit one target.
case players want to reverse the roll.
• level: A monster’s level represents the rust monster: AP 6 (AC 17), LVL 5, HP
number of d8s rolled to determine its hit 20, ATK 1 (dissolves metal), MOV 40’,
points (or you can simply multiply the MRL 7, NA d4 (d4). Attracted to metal.
level by 4 or 5). A monster’s level is also gelatinous cube: AP 0 (AC 11), LVL 4,
the default ability score that you add to HP 16, ATK 1 (2d4 and paralyze for 2d4
all checks it makes. If a monster seems turns on a failed CON check), MOV 20’,
like it would be bad at a check, use half MRL 12, NA 1 (0). Immune to lightning
of its level or zero instead. In other and cold. Has +5 on surprise checks.
traditional adventure games, a monster’s dragon: AP 9 (AC 20), LVL 10, HP 40,
level is sometimes called its Hit Dice. ATK fire breath (90’ cone, damage equals
• attacks: The number and types of HP), or 2 claws (1d8) and 1 bite (4d8),
attacks the monster can perform in one MOV 30’ (80’ flying), MRL 10, NA d4
round, along with the amount of (d4). Enjoys flattery.
damage each attack can deal.
• movement: The number of feet a troll: AP 4 (AC 15), LVL 7, HP 28, ATK
monster can move in a combat round. 2 talons (d6) 1 bite (d10), MOV 40’, MRL
Usually 40’, the same as PCs. 10, NA d8 (d8). Fears fire. Recovers 3 HP/
• morale: Ranges from 2 to 12, with 7 round. Revives 2d6 rounds after death.
being the average. The higher the Fire or acid damage lowers its max HP.
rating, the less likely the monster is to mimic: AP 2 (AC 13), LVL 7, HP 28, ATK
flee during combat. 1 pseudopod (3d4), MOV 30’, MRL 9, NA
• number appearing: How many of 1 (0). Mimics objects. +5 on surprise
these monsters are encountered checks. Sticky.
together, when this is not specified by basilisk: AP 4 (AC 15), LVL 6, HP 24,
the GM or the adventure. The first ATK 1 bite (d10) 1 gaze (petrify if CON
number is for dungeons, the second is check is failed), MOV 20’, MRL 9, NA d6
for the wilderness. (d6). Characters take -5 to attacks when
avoiding its gaze.
Bestiary
animals monster parts
1 Ant 51 Jellyfish 1 Antennae 51 Long Tongue
2 Anteater 52 Leech 2 Antlers 52 Loose Skin
3 Ape 53 Lion 3 Baleen 53 Mandibles
4 Badger 54 Locust 4 Bat Wings 54 Mane
5 Bat 55 Lynx 5 Beaver Tail 55 Mantis Arms
6 Bear 56 Mantis 6 Blowhole 56 Monkey Tail
7 Beaver 57 Mastodon 7 Blubber 57 Mouse Ears
8 Bee 58 Mockingbird 8 Boar Tusks 58 Mucus
9 Beetle 59 Mole 9 Bushy Tail 59 Otter Tail
10 Boar 60 Monkey 10 Butterfly Wings 60 Oyster Shell
11 Bulldog 61 Moose 11 Carapace 61 Pelican Bill
12 Butterfly 62 Moth 12 Cat Tail 62 Pig Snout
13 Camel 63 Mouse 13 Chameleon Eyes 63 Pig Tail
14 Cat 64 Mule 14 Claws 64 Pincers
15 Centipede 65 Octopus 15 Cobra Hood 65 Plates
16 Chameleon 66 Otter 16 Comb 66 Plumage
17 Cobra 67 Owl 17 Compound Eyes 67 Proboscis
18 Cockroach 68 Ox 18 Crab Shell 68 Pseudopod
19 Constrictor 69 Panther 19 Crane Beak 69 Quills
20Cougar 70 Pig 20Crest 70 Rat Tail
21 Cow 71 Pony 21 Cricket Legs 71 Scales
22 Coyote 72 Porcupine 22 Detachable Tail 72 Scorpion Tail
23 Crab 73 Possum 23 Digging Claws 73 Segments
24 Crane 74 Rabbit 24 Dragonfly Wings 74 Shaggy Hair
25 Cricket 75 Raccoon 25 Duck Bill 75 Short Fur
26 Crocodile 76 Rat 26 Eagle Wings 76 Siphon
27 Crow 77 Reindeer 27 Elephant Tusks 77 Snail Shell
28 Cuckoo 78 Rooster 28 Exoskeleton 78 Spikes
29 Donkey 79 Salamander 29 Eye Stalks 79 Spines
30 Dragonfly 80Scorpion 30 Falcon Beak 80Spinnerets
31 Duck 81 Seal 31 Fangs 81 Spotted Fur
32 Eagle 82 Shark 32 Feathers 82 Squid Beak
33 Eel 83 Sheep 33 Fins 83 Stinger
34 Elephant 84 Slug 34 Fly Wings 84 Striped Fur
35 Elk 85 Snail 35 Frog Legs 85 Stubby Tail
36 Falcon 86 Sparrow 36 Gills 86 Suction Cups
37 Firefly 87 Spider 37 Gliding Flaps 87 Talons
38 Fox 88 Squid 38 Hooves 88 Tendrils
39 Frog 89 Squirrel 39 Horns 89 Tentacles
40 Goat 90 Tiger 40 Horse Tail 90 Toucan Beak
41 Goose 91 Toad 41 Humming Wings 91 Trunk
42 Hare 92 Turtle 42 Humps 92 Turtle Shell
43 Hart 93 Viper 43 Large Ears 93 Udder
44 Hawk 94 Vulture 44 Large Eyes 94 Walrus Tusks
45 Hedgehog 95 Walrus 45 Large Incisors 95 Warts
46 Hornet 96 Weasel 46 Long Body 96 Wattle
47 Horse 97 Whale 47 Long Ears 97 Webbed Feet
48 Hound 98 Wolf 48 Long Legs 98 Webbed Hands
49 Hummingbird 99 Wolverine 49 Long Neck 99 Whiskers
50 Jackal 00Worm 50 Long Snout 00Wool
monster traits monster powers
1 Acid blood 51 Long neck 1 Absorb abilities 51 Invulnerability
2 Aloof 52 Luminous 2 Animal-form 52 Item-form
3 Amphibious 53 Manipulative 3 Astral projection 53 Laser eyes
4 Ancient 54 Many arms 4 Blind 54 Levitate
5 Asymmetrical 55 Many eyes 5 Blur 55 Lycanthropy
6 Bloated 56 Many faces 6 Breath poison 56 Magnetism
7 Bored 57 Many heads 7 Breathe acid 57 Mimic
8 Brittle 58 Many legs 8 Breathe fire 58 Mind control
9 Burning 59 Many mouths 9 Breathe ice 59 Nullify magic
10 Cautious 60 Mechanical 10 Breathe lightning 60 Paralyze
11 Clay-like 61 Megalomaniac 11 Burrow 61 Petrify
12 Colossal 62 Melancholy 12 Camouflage 62 Plane shift
13 Cowardly 63 Metallic 13 Cast lightning 63 Poison aura
14 Crystalline 64 Meticulous 14 Charm 64 Project image
15 Curious 65 Mismatched limbs 15 Clairaudience 65 Raise dead
16 Decaying 66 Molting 16 Clairvoyance 66 Reflect
17 Distractible 67 No neck 17 Confuse 67 Regenerate
18 Educated 68 Noxious 18 Conjure 68 Repulse
19 Envious 69 Obsessive 19 Control beasts 69 Scream
20Erudite 70 One eye 20Control birds 70 Sense danger
21 Ethereal 71 Out of touch 21 Control fire 71 Shockwave
22 Ever-young 72 Paranoid 22 Control gravity 72 Shoot webs
23 Eyeless 73 Planar 23 Control memory 73 Shrink
24 Faceless 74 Polite 24 Control plants 74 Silence
25 Fanatical 75 Radioactive 25 Control plants 75 Sleep
26 Fearless 76 Reflective 26 Control time 76 Smoke-form
27 Flaking 77 Rubbery 27 Control wind 77 Static charge
28 Flexible 78 Shadowy 28 Corrode 78 Stealth
29 Fluffy 79 Sharp 29 Darkvision 79 Summon
30 Forgetful 80Short limbs 30 Displace 80Super-agility
31 Fungal 81 Shriveled 31 Drain life 81 Super-jump
32 Gaseous 82 Skeletal 32 Dreamwalk 82 Super-speed
33 Gelatinous 83 Skin shedding 33 Duplicate 83 Super-strength
34 Generous 84 Slimy 34 Earthquake 84 Swallow whole
35 Geometric 85 Soft 35 Echolocation 85 Telekinesis
36 Hardened 86 Sophisticated 36 Enrage 86 Telepathy
37 Hateful 87 Steaming 37 Entangle 87 Teleport
38 Headless 88 Sticky 38 Entomb 88 Terrify
39 Honorable 89 Stinking 39 Explode 89 Vampirism
40 Ice-cold 90 Stone-like 40 Fire aura 90 Ventriloquism
41 Illusory 91 Stretchy 41 Fly 91 Vomit oil
42 Intelligent 92 Tiny 42 Fog 92 Wall of fire
43 Iridescent 93 Touchy 43 Grow 93 Wall of force
44 Jaded 94 Toxic 44 Grow plants 94 Wall of ice
45 Jovial 95 Translucent 45 Healing aura 95 Wall of iron
46 Large head 96 Vain 46 Hypnotize 96 Wall of stone
47 Legalistic 97 Venomous 47 Ice aura 97 Wall of wind
48 Legless 98 Vibrating 48 Immovability 98 Wall-crawling
49 Liquid 99 Weakened 49 Intangibility 99 Water breathing
50 Long limbs 00Xenophobic 50 Invisibility 00X-ray vision
scents sounds
1 Acid 51 Licorice 1 Banging 51 Moaning
2 Alcohol 52 Lysol 2 Barking 52 Muttering
3 Almond 53 Manure 3 Bashing 53 Pattering
4 Ammonia 54 Medicinal 4 Beeping 54 Popping
5 Baby 55 Mildew 5 Bellowing 55 Pounding
6 Balsamic 56 Mint 6 Bleating 56 Puffing
7 Banana 57 Mold 7 Breathing 57 Purring
8 Barnyard 58 Musk 8 Buzzing 58 Rattling
9 Bitter 59 Nutmeg 9 Cackling 59 Ripping
10 Blood 60 Old Books 10 Cawing 60 Roaring
11 Bread Dough 61 Old Socks 11 Chanting 61 Rumbling
12 Brine 62 Olive Oil 12 Chewing 62 Rustling
13 Burnt Hair 63 Onion 13 Chiming 63 Scrabbling
14 Burnt Plastic 64 Orange 14 Chirping 64 Scraping
15 Burnt Rubber 65 Ozone 15 Chittering 65 Scratching
16 Burnt Sugar 66 Paint 16 Choking 66 Screeching
17 Burnt Toast 67 Peanut Butter 17 Chomping 67 Shrieking
18 Camphor 68 Peat Moss 18 Clacking 68 Shuffling
19 Caramel 69 Pine 19 Clanging 69 Singing
20Cedarwood 70 Pineapple 20Clattering 70 Sizzling
21 Cherry 71 Popcorn 21 Clicking 71 Skittering
22 Chlorine 72 Rain 22 Clinking 72 Slapping
23 Chocolate 73 Resinous 23 Cracking 73 Slithering
24 Cigarette Ash 74 Rose 24 Crackling 74 Slithering
25 Coffee 75 Rotten Eggs 25 Crawling 75 Slurping
26 Cologne 76 Rotten Meat 26 Creaking 76 Smacking
27 Cookies 77 Rotting Fruit 27 Croaking 77 Snapping
28 Coppery 78 Seaweed 28 Crunching 78 Snarling
29 Cut Grass 79 Sewer 29 Dripping 79 Sniffing
30 Damp 80Skunk 30 Fizzing 80Snorting
31 Dog Breath 81 Sour Milk 31 Flapping 81 Spitting
32 Dumpster 82 Spicy 32 Fluttering 82 Splashing
33 Earth 83 Spruce 33 Galloping 83 Squawking
34 Eucalyptus 84 Stagnant 34 Gnashing 84 Squeaking
35 Exhaust 85 Stale Beer 35 Gnawing 85 Squelching
36 Fish 86 Stinky Cheese 36 Grating 86 Stomping
37 Formaldehyde 87 Strawberry 37 Grinding 87 Swishing
38 Garlic 88 Sulfur 38 Groaning 88 Swooshing
39 Gasoline 89 Sweat 39 Growling 89 Thudding
40 Ginger 90 Tea 40 Grunting 90 Thumping
41 Gunpowder 91 Thyme 41 Gulping 91 Ticking
42 Hamster Cage 92 Tobacco 42 Gurgling 92 Trotting
43 Hay 93 Turpentine 43 Hissing 93 Wailing
44 Herbal 94 Vanilla 44 Hooting 94 Wheezing
45 Honey 95 Vinegar 45 Howling 95 Whimpering
46 Hops 96 Violets 46 Humming 96 Whining
47 Incense 97 Vomit 47 Jabbering 97 Whipping
48 Lavender 98 Wet Cardboard 48 Jangling 98 Whirring
49 Leather 99 Wet Dog 49 Keening 99 Whistling
50 Lemon 00Wood Smoke 50 Licking 00Yelping
tactics weaknesses
1 Ambush 51 Merge 1 Acid 51 Loud noises
2 Annoy 52 Mire 2 Anti-magic 52 Machines
3 Bind 53 Monologue 3 Arms 53 Magic
4 Blind 54 Negotiate 4 Arrows 54 Mirrors
5 Body slam 55 Obscure 5 Banishment 55 Mistletoe
6 Break armor 56 Order minion 6 Beer 56 Moonlight
7 Break terrain 57 Pincer maneuver 7 Birdsong 57 Mouth
8 Break weapons 58 Play dead 8 Blessings 58 Mud
9 Bulldoze 59 Poison 9 Blunt damage 59 Music
10 Burrow 60 Power up 10 Bronze 60 Neck
11 Burst 61 Praise self 11 Cages 61 Noise
12 Cannibalize 62 Pray 12 Chains 62 Nose
13 Capture 63 Protect leader 13 Chest 63 Oil
14 Challenge 64 Protect self 14 Children 64 Phylactery
15 Chant 65 Pull 15 Chimes 65 Piercing damage
16 Charge 66 Push 16 Church bells 66 Poison
17 Cheat 67 Roll 17 Clover 67 Poppy seeds
18 Choke 68 Scatter foes 18 Cold 68 Psychic damage
19 Climb 69 Scream 19 Competition 69 Puzzles
20Confuse 70 Shake 20Conversation 70 Rain
21 Create barrier 71 Sicken 21 Cutting damage 71 Riddles
22 Cripple 72 Slam object 22 Darkness 72 Rituals
23 Deafen 73 Spin 23 Disease 73 Rose petals
24 Deceive 74 Split body 24 Ears 74 Rowan wood
25 Demand worship 75 Squeeze 25 Exorcism 75 Running water
26 Disarm 76 Stalk 26 Eyes 76 Sage
27 Disorient 77 Stare down 27 Feet 77 Salt
28 Distract 78 Steal 28 Fingers 78 Scent
29 Divide foes 79 Strategic retreat 29 Fire 79 Seawater
30 Dodge 80Stun 30 Flattery 80Silver
31 Drop down 81 Summon aid 31 Flowers 81 Singing
32 Encircle 82 Swallow 32 Garlic 82 Skin
33 Entangle 83 Swarm 33 Gifts 83 Soap
34 Evade 84 Sweep 34 Gold 84 Sonic damage
35 Feint 85 Swing creature 35 Hands 85 Spicy food
36 Flank 86 Swing object 36 Hawthorne 86 Spine
37 Follow 87 Target insolent 37 Heart 87 Starlight
38 Frighten 88 Target leader 38 Heat 88 Sunlight
39 Gang up 89 Target nearest 39 Holy image 89 Tears
40 Go berserk 90 Target richest 40 Holy oil 90 Thunder
41 Goad 91 Target strongest 41 Holy symbol 91 Toes
42 Grab 92 Target weakest 42 Holy water 92 Torchlight
43 Harry 93 Throw creature 43 Home cooking 93 True name
44 Ignite 94 Throw object 44 Ice 94 Wands
45 Immobilize 95 Thrust 45 Insults 95 Water
46 Launch self 96 Toy with foes 46 Iron blade 96 Weapon
47 Leap 97 Trap 47 Iron shackles 97 White oak
48 Link up 98 Trip 48 Lamb’s blood 98 Wine
49 Lure in 99 Undermine 49 Legs 99 Wolfsbane
50 Manipulate 00Vomit 50 Lightning 00Wormwood
Designer’s
Commentary
Character Sheet
Character Sheet
Left Back endpage - Rules
summary
Right back endpage - Rules
summary
Back Cover

You might also like