Professional Documents
Culture Documents
Designed by Illustrations by
Timothy Fogarty Daniel Comerci
qstmkr@gmail.com danielcomerci.com
Thank you to Daniel Comerci, whose art helped inspire the concept of Plight.
The hexmap on page 35 was generated using Watabou’s Procgen Arcana. This
tool is extremely useful to creators and players of RPGs alike. For more
information go to watabou.github.io.
The procedures for traveling and delving are altered versions of the Hazard
System v0.3 designed by Necropraxis and are made available via Creative
Commons Attribution 3.0 Unported license.
Lyrics from Barael’s Blade by the Sword are reprinted with permission from the
songwriter. Thank you to John D. Cronise.
This game could not have been made without the help and friendship of Dave
Deaver, Zach Hilton, Ryan Marth, and Andrew Miller.
For Quinn.
8 9
Character Features
Roll on the following table to define your character’s physical features.
10 11
Starting Equipment
Your character starts with: Armor (d6) Gear (d20)
Coin can be used to purchase items Chainmail Armor 4 Cart (+4 slots) 14 Pole (10ft)
4-5
from the Market. PCs also begin their (.5 armor, bulky) 5 Chain (10ft) 15 Pulley
adventure with weapons, armor, and Plate Mail Armor
other gear. Roll once on each table. 6 6 Fire Oil 16 Rope (25ft)
(.75 armor, bulky)
7 Grappling Hook 17 Sack
8 Ladder (10ft) 18 Spyglass
Weapon (d6)
9 Large Trap 19 Tinderbox
Dagger or Cudgel Helmet & Shield (d6) 10 Lockpicks 20 Tent (fits 2)
1
(d6 damage)
1 None
Short Sword or Mace
2-3 Leather Cap
(d8 damage) 2-3
(.25 armor)
Bow Tools (d20)
4-5 Buckler Shield
(d6 damage, bulky) 4-5
(.25 armor) 1 Bellows 11 Grease
12 13
Deprivation & Fatigue All PCs are assumed to have basic
clothing, fitting their lifestyle, and a
14 15
Hirelings
PCs can enlist hirelings to aid
them. Hirelings cost between
1-50c per day, depending on
skill and specialization. To
create a hireling, choose an
appropriate role from the
Hirelings table in the Market
(pg. 43). Roll 3d6 for each
attribute, and d6 for their HP.
Give them equipment
appropriate to their station,
then roll on the Character
Traits tables to further flesh
them out.
Reactions
When the PCs encounter an
NPC whose reaction to the
party is not obvious, the
Arbiter may make a reaction
roll on the table below.
Reaction (2d6)
2 Hostile
3-5 Wary
6-8 Curious
9-11 Kind
12 Helpful
16 17
Combat
Initiative Attacking & Damage
Players take their turn before enemy The attacker rolls their weapon die
NPCs. If there is a risk for the PCs to and subtracts the target’s AR, then
be surprised, each Player must make deals the remaining total to their
a DEX check or skip their first turn. opponent’s HP. Unarmed attacks
always do d4 damage. Ranged
weapons cannot be used within
Actions melee range.
On their turn, the Players may take
one major action and one minor
action per character. Optionally, PCs Multiple Attackers
can take two minor actions. The If multiple attackers target the same
Arbiter has final say on what is a foe, roll all damage dice and keep the
major or minor action in the given single highest result. The chosen die
situation. A good “Rule of Thumb” is is an abstract result of all damage
a major action can make a difference done by attacking characters.
on a battlefield, while a minor action
can lead to said difference maker.
Attack Modifiers
Examples of major actions: If fighting from a position of
disadvantage (such as through cover
• Melee weapon attack or with bound hands), the attack
• Ranged weapon attack is impaired and the attacker must roll
• Cast spell d4 damage instead of the weapon’s
• Flee combat normal damage die.
18 19
Attribute Loss Detachments
If a PC’s STR is reduced to 0, they Large groups of similar combatants
die. STR loss is generally due to fighting together are treated as a Damage Marks
combat damage. single detachment. The Arbiter may
Scar: A glancing blow draws blood.
dictate the STR, HP, AR, and attack Roll d6. The result receives a permanent scar.
If a PC’s DEX is reduced to 0, they are die (d6, d8, or d10) of the unit based 1 1: Neck/2: Hand/3: Eye/4: Chest/5: Leg/6: Ear
paralyzed. DEX loss is generally due on it’s size, power, and equipment. Roll d6. If the total is higher than your max HP, take the new result.
to anything that can impair your When a detachment takes critical
Concussed: The force of the blow leaves you disoriented.
character’s movement or agility (e.g. damage, it is routed or significantly 2 Roll d6. If the total is higher than your max HP, take the new result.
certain damaging traps). weakened. When it reaches 0 STR, it
is destroyed. Breathless: You’re sent flying and land hard, leaving you winded.
If a PC’s INT is reduced to 0, they are 3 You are deprived until you can take a long rest. Roll d6. If the total
is higher than your max HP, take the new result.
delirious. INT loss is generally due to Attacks against detachments by
certain arcane damages or high individuals are impaired (excluding Fracture: The impact coincides with the sound of a breaking bone.
stress. blast damage) and deal d4 damage Roll d6. The result is fractured. 1: Rib/2-3: Leg/4-5: Arm/6: Skull
4 Roll 2d6. If the total is higher than your max HP, take the new
instead of their normal damage die.
result.
Complete DEX and INT loss renders
the character unable to act until they Attacks against individuals by Diseased: The wound becomes afflicted with an uncomfortable infection.
are restored through extended rest or detachments are enhanced and deal 5 You are deprived until you can take a long rest. Roll 2d6. If the total
by extraordinary means. When a blast damage. This damage is d12 is higher than your max HP, take the new result.
character dies due to STR loss, the instead of the detachment’s normal Head Wound: The blow knocks you unconscious.
Player is free to create a new damage die. When you wake, roll d3. 1: STR/2: DEX/3: INT
character or take control of a hireling. 6 Then roll 3d6. If the total is higher than your current attribute, take
They immediately join the party in the new result.
order to reduce downtime. Grid Combat Hamstrung: The attack leaves you limping and barely mobile.
For a more tangible experience, 7 You are deprived until you can take a long rest. Roll 3d6. If the total
miniatures can be used to help is higher than your max DEX, take the new result.
Morale visualize the engagement. If no
Deafened: The force of the blow leaves your ears ringing. You cannot
Enemies must pass an INT check to terrain miniatures are available, you 8 hear anything until you find extraordinary aid.
avoid fleeing or surrendering when may utilize a hexmap. A single Make an INT check. If you pass, increase your max INT by d4.
they lose half their numbers. Some hexagon equals 5ft. This means that a
Trauma: Some hidden part of your psyche is knocked loose.
groups may use their leader’s INT in single PC may move up to 5 hexes 9 Roll 3d6. If the total is higher than your max INT, take the new
place of their own. Lone foes must (25ft) as a minor action. result.
make an INT check when they’re
Sundered: The attack severs or cripples an appendage, forcing you to
reduced to 0 HP. Morale does not overcompensate your power into your remaining limbs.
affect PCs. Marks 10 You require a full rest. Roll d2. The result is useless. 1: Arm/2: Leg
When an attack reduces a PC’s HP to Roll 3d6. If the total is higher than your max STR, take the new
exactly 0, they are uniquely result.
Retreat impacted. Look up the result on the Mortal Wound: The attack leaves you out of action and bleeding out.
Running away from a dire situation table (to the right) based on the 11
You require a full rest. You die in one hour unless treated.
always requires a successful DEX damage received that reduced the PC Roll 3d6. If the total is higher than your max HP, take the new
check, as well as a safe destination to to 0 HP. result.
run to. Doomed: Death seemed ever so close, but somehow you survived.
Example: A PC with 3HP and 3 AR is You require a full rest. If your next save against critical damage is a
12
Failing said DEX check during a attacked for 6 damage. The total amount fail, you die horribly. If you pass, roll 3d6. If the total is higher than
your max HP, take the new result.
melee will leave the character open of damage received is 3. The character is
to possible attacks. “Breathless” according to the table.
20 21
Combat Example The Gnoll has 5 HP, but 1 AR. Therefore,
the 5 points of damage are reduced by 1
The Arbiter rolls a d6 for the gnoll bite
attack and receives a 2. Zephyria has 3
Melissa: I deliver a finishing blow.
Do I need to roll for damage?
Ryan and Melissa have discovered a dark
cave by way of their characters, Stellan and the gnoll suffers 4 damage to it’s HP, HP and 1 AR. The damage is reduced by
and Zephyria, respectively. They decide leaving it with 1 left in Hit Protection. 1 and Zephyria suffers 1 to her Hit Arbiter: No need. It’s helpless. It dies
to light a torch and brave the dark. Protection. in a bloody mess.
Arbiter: The creature recoils from the
Ryan: I move forward into the cave attack, but moves forward with an Arbiter: Your turn Melissa. Melissa: I rush to Stellan and use a
with my torch extended in my off- attack of it’s own. It attempts a stab bandage to help mend his wounds.
hand and my short sword at the against Stellan with it’s spear. Melissa: I swing with everything I
ready. have and attack the gnoll. Ryan: Did I mention “I hate gnolls?”
The Arbiter rolls a d8 for the spear attack
Melissa: I follow closely behind with and receives a 7! Ryan’s character has 2 Melissa rolls a d8 for her morningstar
an arrow nocked in my bow. AR and 4 HP. Therefore, the 7 damage is and receives a 6! The gnoll’s Armor
reduced by 2 due to Stellan’s Armor Rating reduces the damage to 5, which
Arbiter: As the narrow cave widens Rating, and the remaining damage is drops it’s HP to 0 and bleeds over into
into a large open area, you smell the first distributed to his HP, then his STR. it’s STR. The gnoll’s STR is reduced to 6.
faint trace of blood and see what Stellan’s HP drops to 0 and his STR The Arbiter must make a STR check to
appears to be two eyes refracting the suffers 1 damage, reducing it to 14. avoid critical damage. If they succeed,
light of the torch about 40ft away. As the Arbiter will then have to make
you get closer, you are able to make Arbiter: Make a STR check to avoid an INT check for the gnoll’s
out the silhouette of the object as critical damage. morale.
humanoid in size, but hairy in
nature. You then hear a wheezing Ryan rolls a d20 with the hope of getting The Arbiter rolls a 9. Failure!
giggle. equal to, or under 14. It’s a 17! Failure.
Arbiter: The creature
Ryan: Gnolls. Ugh! Ryan: Ugh. I hate gnolls! drops to the ground under the
weight of the blow. It whimpers as
Arbiter: The creature moves toward Arbiter: Stellan collapses in a heap. it attempts to crawl away from
you. As it enters the light, you see As his torch drops to the floor, the the danger.
that it is carrying a spear at the ready. lighting changes and you see the
What do you do? hyena-like features of the creature.
It’s snout is coated with viscera and
Melissa: I will stop moving and fire drool protrudes from it’s fanged
an arrow. maw. It looks hungry as it turns it’s
focus to Zephyria. It’s your turn,
Ryan: I will move into melee range Melissa. What do you do?
and attack with my short sword.
Melissa: I exchange my bow for my
Arbiter: Roll both of your damage morningstar and wait for the gnoll to
dice and keep the highest result. approach.
Ryan and Melissa must roll both dice Ryan: I try to crawl to safety. I hate
and keep the highest result due to gnolls!
attacking the same enemy. Ryan rolls a
d8 and Melissa rolls a d6. The best result Arbiter: The creature moves toward
is a 5. Zephyria as a minor action and bites
her as a major action.
22 23
Spellbooks Relics
Magic Spellbooks contain a single spell and
take up one slot of inventory. They
cannot be transcribed or created;
instead they are recovered from
Relics are items imbued with a
magical spell or power. They do not
cause a Fatigue. Relics usually have a
limited use, as well as a recharge
places like tombs, dungeons, and condition. A few examples:
Casting Spells manors.
Anyone can cast a spell by holding a • Ventriloquist Band: A small ring
spellbook in both hands and reading Spellbooks sometimes display that when worn causes a creature
it’s contents aloud. They must then unusual properties or limitations, to loudly and clearly repeat
add a Fatigue to inventory, such as producing a foul or everything you think. 1 charge. To
occupying one slot. Given time and unearthly smell when opened, recharge, keep ring in your closed
safety, PCs can enhance a spell’s possessing an innate intelligence, or mouth for 1 watch.
impact (e.g. affecting multiple being legible only when held in
targets, increasing it’s power, etc.) moonlight. They will attract the • Phase Cloak: A hooded cape that
without any additional cost. If the PC attention of those who seek the gives the wearer the ability to walk
is deprived or in danger, the Arbiter arcane power within, and it is through up to 1ft of solid matter.
may require the PC to make an INT considered dangerous to display 1 charge. To recharge, soak in
check to avoid any ill-effects from them openly. running water for 1 watch.
casting the spell. The consequence of
failure is a random roll on the Arcane • Necrocrown: A circlet that gives
Disaster table below. Scrolls the adorned control over a nearby
Scrolls are similar to spellbooks, animated skeleton for 1 watch.
however: 2 charges. To recharge, wear crown
upside down for 1 day. Recharging
• They don’t fill an inventory slot causes crippling headaches and
Arcane Disaster (2d6)
• They do not cause a Fatigue -2 INT.
• They dissipate after one use
2 The magical item vaporizes in a flash.
3-4 The magic misfires and affects a friendly PC or NPC. That character also
develops some deformity (e.g. white hair, antlers, gains/loses height).
The spell backfires and affects you instead of your intended target. Your
5-6 PC also develops some deformity (e.g. can no longer smell, white eyes,
grows a tail).
8-9 The spell leaves you in need of sleep and food. Mark deprived.
10-11 An NPC witnesses your sorcery and attempts to report you to the
nearest character or faction of interest.
24 25
Magical Effects
Along their travels, characters may find enchanted relics, interesting potions, or
one-of-a-kind scrolls. The Arbiter may imbue them with the included spell list d20 Physical Effect Physical Element Physical Form
(pg. 28), or generate a new magical effect utilizing the tables on these two pages. 1 Animating Acid Armor
2 Binding Bark Arrow
First, roll on the template table below. Next, roll on the tables associated with 3 Consuming Blood Beast
the results of the template (to the right). The Arbiter is tasked with defining the 4 Crushing Bone Blade
results into a new spell or power. 5 Diminishing Crystal Claw
6 Duplicating Flesh Crown
7 Expanding Fungus Elemental
8 Fusing Ice Gate
9 Grasping Insect Golem
Template (d12) 10 Imprisoning Lava Hammer
1 [Physical Effect] + [Physical Form] 11 Levitating Obsidian Key
12 Petrifying Oil Mask
2 [Physical Effect] + [Ethereal Form]
13 Piercing Poison Monolith
3 [Ethereal Effect] + [Physical Form] 14 Regenerating Sand Prison
4 [Ethereal Effect] + [Ethereal Form] 15 Rending Serpent Sentinel
16 Resurrecting Stone Steed
5 [Physical Element] + [Physical Form]
17 Sealing Thorn Swarm
6 [Physical Element] + [Ethereal Form] 18 Shapeshifting Water Torch
7 [Ethereal Element] + [Physical Form] 19 Shielding Wine Trap
20 Transporting Wood Wall
8 [Ethereal Element] + [Ethereal Form]
9 [Physical Effect] + [Physical Element]
d20 Ethereal Effect Ethereal Element Ethereal Form
10 [Physical Effect] + [Ethereal Element]
1 Banishing Ash Aura
11 [Ethereal Effect] + [Physical Element] 2 Bewildering Chaos Beam
12 [Ethereal Effect] + [Ethereal Element] 3 Blinding Echo Blast
4 Concealing Fire Bolt
5 Deafening Fog Call
6 Deceiving Ghost Circle
7 Dispelling Lightning Cloud
8 Energizing Mind Cone
9 Enlightening Mutation Cube
10 Enraging Negation Form
11 Forseeing Plague Gaze
12 Maddening Rain Portal
13 Mindreading Rot Pulse
14 Nullifying Shadow Shard
15 Revealing Smoke Spray
16 Silencing Soul Storm
17 Soothing Star Torrent
18 Summoning Time Touch
19 Terrifying Warp Wave
20 Withering Wind Word
26 27
d100 Spell Effect d100 Spell Effect
1 Adhere An object is covered in extremely sticky slime. 21 Deafen All nearby creatures are deafened.
22 Detect Magic You can see or hear nearby magical auras.
A strong vine sprouts from your arms, affixing
2 Anchor Any of your body parts may be detached and
itself to two points within 50ft on each side.
23 Disassemble reattached at will, without causing pain or
3 Animate Object An object obeys your commands as best it can. damage. You can still control them.
You may alter the appearance of one character
Anthropo- An animal either gains human intelligence or at will as long as they remain humanoid.
4 24 Disguise
morphize human appearance for one day. Attempts to duplicate other characters will
seem uncanny.
You can see through a magical floating eyeball An object appears to be up to 15ft from it’s
5 Arcane Eye 25 Displace
that flies around at your command. actual position.
An object is frozen in time and space within an The ground begins shaking violently.
6 Astral Prison 26 Earthquake
invulnerable crystal shell. Structures may be damaged or collapse.
Two objects are strongly, magnetically attracted
7 Attract 27 Elasticity Your body can stretch up to 10ft.
to each other if they come within 10ft.
Auditory You create illusory sounds that seem to come A straight wall of ice or fire 50ft long and 10ft
8 28 Elemental Wall
Illusion from a direction of your choice. high rises from the ground.
A creature must loudly and clearly repeat
9 Babble 29 Filch A visible item teleports to your hands.
everything you think. It is otherwise mute.
A plant sprouts from the ground that emanates A bright ball of energy fires a trail of light into
10 Bait Flower 30 Flare
the smell of decaying flesh. the sky, revealing your location to friend or foe.
You and your possessions transform into a
11 Beast Form 31 Fog Cloud A dense fog spreads out from you.
mundane animal.
A creature of your choice is unable to form new A nearby creature erupts in a frenzy of
12 Befuddle short-term memories for the duration of the 32 Frenzy violence.
spell.
You switch bodies with a creature you touch. If 33 Gate A portal to a random area opens.
13 Body Swap one body dies, the other dies as well.
Change You may alter the type of weather at will, but You can change the direction of gravity, but
14 34 Gravity Shift
Weather you do not otherwise control it. only for yourself.
A creature develops the overwhelming urge to
15 Charm A creature you can see treats you as a friend. 35 Greed possess a visible item of your choice.
A target obeys a single three-word command 36 Haste Your movement speed is doubled.
16 Command that does not cause it harm.
A creature develops a deep hatred of another
17 Comprehend You become fluent in all languages for 1 watch. 37 Hatred creature or group and wishes to destroy them.
Dense foam sprays from your hand, coating the 38 Hear Whispers You can hear faint sounds clearly.
18 Cone of Foam target.
Nearby plants and trees obey you and gain the An object hovers, frictionless, 2ft above the
19 Control Plants 39 Hover
ability to move at a slow pace. ground. It can hold up to one humanoid.
Restore d4 STR per day to a creature you can A creature enters a trance and will truthfully
20 Cure Wounds 40 Hypnotize
touch. answer one yes or no question you ask it.
28 29
d100 Spell Effect d100 Spell Effect
41 Icy Touch A thick ice layer spreads across a touched A pit 10ft wide and 10ft deep opens in the
surface, up to 10ft in radius. 61 Pit ground.
Letters appear over the object you touch, A creature rapidly evolves into a future version
42 Identify Owner spelling out the name of the object’s owners, if 62 Primal Surge of it’s species.
there are any. An object of any size is pushed directly away
63 Push/Pull from you or pulled directly towards you with
43 Illuminate A floating light moves as you command. the strength of one man.
A skeleton rises from the ground to serve you.
Two objects within 10ft of each other cannot be 64 Raise Dead They are incredibly stupid and can only obey
44 Invisible Tether moved more than 10ft apart. simple orders.
A nearby mundane or magical lock unlocks The spirit of a nearby corpse manifests and will
45 Knock 65 Raise Spirit
loudly. answer one question.
You can hear the surface thoughts of nearby
46 Leap You jump up to 10ft high, once. 66 Read Mind creatures.
Two objects are strongly, magnetically repelled
47 Liquid Air The air around you becomes swimmable. 67 Repel from each other within 10ft.
You can see through the eyes of a creature you
Magic Dampener All nearby magical effects have their 68 Scry
48 touched earlier today.
effectiveness halved.
A sturdy, furnished cottage appears for 1 An inanimate material behaves like clay in
49 Manse watch. You can permit and forbid entry to it at 69 Sculpt Element your hands.
will.
Your pockets are full of marbles, and will refill Choose one kind of object (e.g. key, gold, arrow,
50 Marble Craze 70 Sense
every 30 seconds. jug). You can sense the nearest example.
A character’s appearance and voice becomes A creature you touch is protected from
51 Masquerade 71 Shield
identical to those of a character you touch. mundane attacks for 1 minute.
A creature you touch is shrunk down to the size 72 Shroud A creature you touch is invisible until they
52 Miniaturize move.
of a mouse.
An illusory duplicate of yourself appears and Two creatures you can see instantly switch
53 Mirror Image 73 Shuffle
is under your control. places.
A mirror becomes a gateway to another mirror 74 Sleep A creature you can see falls into a light slumber.
54 Mirrorwalk that you looked into today.
Every surface in a 30ft radius becomes
75 Slick
55 Multi-Arm You temporarily gain an extra arm. extremely slippery.
Your body becomes a living smoke that you
A 50ft wide sphere of darkness displaying the 76 Smoke Form
56 Night Sphere can control.
night sky appears before you.
77 Sniff You can smell even the faintest traces of scents.
You become any inanimate object between the
57 Objectify The source of any mundane light you can see is
size of an apple and a grand piano. 78 Snuff instantly snuffed out.
58 Ooze Form You become a living jelly.
Inanimate items sort themselves according to
79 Sort categories you set.
A creature near you has an aversion to
59 Pacify A clearly false but impressive illusion of your
violence.
choice appears, under your control. It may be
A nearby creature becomes terrified of an object 80 Spectacle
60 Phobia up to the size of a palace and has full motion
of your choice. and sound.
30 31
d100 Spell Effect
A whirling blade flies from your chest, clearing
81 Spellsaw any plant material in it’s way. It is otherwise
harmless.
82 Spider Climb You can climb surfaces like a spider.
Once per second you may summon or banish a
83 Summon Cube 3ft wide cube of earth. New cubes must be
affixed to the earth or to other cubes.
You become a swarm of crows, rats, or
84 Swarm piranhas. You can only be harmed by blast
attacks.
85 Telekinesis You may mentally move one item under 60lbs.
Two creatures can hear each other’s thoughts,
86 Telepathy no matter how far apart.
An object or person you can see is transported
87 Teleport from one place to another in a 50ft radius.
An object you touch becomes the target of any
88 Target Lure nearby spell.
A thicket of trees and dense brush up to 50ft
89 Thicket wide suddenly sprouts up.
A carved stone statue the size of a mule rises
90 Summon Idol from the ground.
Time in a 50ft bubble slows down or increases
91 Time Control by 10% for 30 seconds.
92 True Sight You see through all nearby illusions.
93 Upwell A spring of seawater appears.
94 Vision You completely control what a creature sees.
A silent, immobile, room-sized illusion of your
95 Visual Illusion choice appears.
A silver circle 50ft across appears on the
96 Ward ground. Choose one species that cannot cross
it.
97 Web Your wrists shoot thick webbing.
A primitive version of a drawn tool or item
98 Widget appears before you and disappears after a short
time.
Your finger can shoot a stream of ulfire-colored
paint. This paint is only visible to you and can
99 Wizard Mark be seen at any distance, even through solid
objects.
100 X-Ray Vision You can see through walls, dirt, clothing, etc.
32 33
Traveling
Often, the characters may be given a task that takes them far from home. The
Arbiter can abstract travel if they wish, or they may utilize a hexmap. A single
hexagon equals 12 miles.
Watches
There are four watches to a day, and Travel Difficulty (d6)
each equals about 6 hours. They are
1 Encounter:
Morning, Afternoon, Evening, and PCs have a random
encounter.
Night. Most activities require 1
watch (e.g. exploring, foraging, Seasons
hunting). At the end of a watch, the Clue: PCs discover a clue that It can be dangerous to travel in the dark. Depending on the season, it can get
Arbiter rolls on the table to the right 2 can lead to a point, person, or dark earlier in the day.
creature of interest.
to add difficulty to the journey.
On average, a band can move 1 5 The weather changes. (pg. 35) Weather
hexagon per watch. Mounted, they The Arbiter rolls on the table below at the beginning of every day. Extreme
may move 2 hexes per watch. In 6 Nothing happens. results may hinder the band’s progress.
difficult terrain, weather or darkness,
a band’s movement is halved.
2d6 Spring Summer Autumn Winter
2 Strong Winds Sand Storm Heavy Fog Cloudy
3-4 Breezy Humid Light Fog Light Snow
5 Warm Hot Warm Warm
6-8 Clear sky Clear sky Clear sky Clear sky
9 Cool Warm Cool Cold
10-11 Rain Light Rain Rain Snow
12 Thunderstorm Thunderstorm Snow Blizzard
34 35
Terrain Activities
The Arbiter may plan their hexmap in advance, or can generate it in real-time There are several activities that can be done while traveling:
with the table below.
• Delve: If a location has been discovered, PCs may enter it. The amount of time
that it takes can be 1 watch to several days, depending on the Arbiter. Delving
2d6 Terrain Movement Example rules are listed on pg. 38.
• Explore: PCs may use 1 watch and an INT check to explore the current hex for
places, people, or things of interest that they would not have seen by simply
2-3 City Normal passing through. One check is made for the participating characters.
• Forage: PCs may search for fruit and vegetables to create food rations. This
requires 1 watch and an INT check. One check is made for the participating
characters. Success means d4 rations have been procured.
4 Hills Normal • Hunt: PCs may utilize 1 watch to hunt for wild game to convert to food
rations. This activity requires an INT check and appropriate hunting gear (e.g.
bow, spear, large trap, etc.). One check is made for the participating
characters. Success means d6 rations have been procured.
5 High Mountains Impassable • Sleep: PCs may make camp and take a long rest for 1 watch. In conjunction
with a ration of food, a character’s HP will be restored. If HP was already full,
restore d6 to an attribute.
6 Mountains Difficult
7 Plains Normal
8 Forest Normal
9 Rainforest Difficult
10 Swamp Difficult
*Lakes may have rivers leading to or from them. Roll d10 and draw a
river along the lines of unexplored hexes that many spaces. If there are
no unexplored hexes, then it is simply a lake and nothing more.
36 37
Delving
PCs will discover dangerous locations along their travels. Castles, dungeons,
caves, and sewers are all good examples of fantasy locations worth delving. The
Arbiter can abstract delving if they wish, or they may utilize a grid map using
graph paper.
Rounds
Time is kept track of in 10 minute Travel Difficulty (d6)
increments called rounds. Most
1 Encounter: PCs have a random
actions require 1 round (e.g. combat, encounter.
moving, searching).
Clue: PCs discover a clue that
At the end of a round, the Arbiter 2 can lead to a point, person, or
Traps
rolls on the table to the right to add creature of interest.
Certain doors and rooms may have hidden traps. Roll to determine what type.
difficulty to the delve.
Fatigue: PCs gain a Fatigue
3 unless they spend the next
Traps (d20)
Darkness round taking a short rest.
Most checks have disadvantage in 1 Acid Spray: Sprays corrosive acid 11 Mirror Maze: Disorients PCs in a
darkness. The Arbiter dictates which in a targeted direction. maze of illusions.
4 Darkness: All lit torches burn
checks would logically be penalized. out. All lanterns run dry of oil.
2 Arrow Launcher: Fires a volley of 12 Pitfall: A hidden pit opens beneath
Characters will be surprised by all arrows in a designated area. the character’s feet.
encounters and spring all traps. Be 5 The area is trapped. (pg. 39)
3 Ceiling Collapse: Rocks or debris 13 Poison Darts: Triggered by
sure to pack plenty of light sources fall from above. pressure, shooting poisonous darts.
6 Nothing happens.
for your band.
4 Crushing Wall: The walls close in 14 Poisonous Gas Cloud: Releases a
slowly. toxic gas cloud when triggered.
38 39
Imminence On the 7th Casus Belli…
Warfare The Arbiter rolls a die each morning.
If the result is a 1, a Casus Belli is
activated. The die used
determined by the Arbiter and the
is
…war begins. The Arbiter dictates
the dynamics of the conflict based on
the previously activated Casus Belli.
Players.
Tension is high. The seeds of distrust Players exist within the world. It is
have long been sown. Elf, dwarf, and not required that the Arbiter include
man are on a path toward destruction. the Player Characters in the conflict Die War is…
War is imminent. directly, but rather to let them d100 …years away.
manage the landscape in the midst of
Growing apprehensions between the social strife. d20 …a year off.
game’s three primary species d10 …months from now.
provide an escalating stress that Warning! Cultural affairs are a
changes the dynamic of the game. delicate matter and require maturity. d6 …a matter of weeks.
The impending war and catalysts are Be certain that the Players are d2 …imminent!
major shifts that alter how the comfortable with the circumstances.
40 41
Market Hirelings
Hireling Supply Price
Services
Service Supply Price
Alchemist U 30c Bath at Inn C 1c
Animal
Depending on the settlement, C 20c
Handler Clothes
village, or city, the residents may C 1c
Blacksmith C 15c Washed
provide the following goods and
services. All items are sold for Body Guard U 10c Courier C 20c
coin, but merchants have been Local Guide C 5c
known to haggle price and Locksmith C 10c Feast C 5c
trade goods. Supply must also
be taken into account: Navigator C 10c
Haircut C 5c
Sailor * 5c
• C: Common goods and Healing
Scholar C 20c U 25c
services are generally (attributes)
available in sufficient Smuggler U 50c or 15%
quantities. Lodging at Inn C 5c
Tracker C 5c
• U: Uncommon goods and
services are less frequent. Trapper C 10c Stable C 5c
Roll d6. If the result is a 1-3, *Sailor availability is
one of the item is available. Common near coasts and Teacher U 75c
One roll may be made per Rare otherwise.
week in a location.
• R: Rare goods and services
are special in nature. Roll
d6. If the result is a 1, one of Stable Structures
the item is available. One
roll may be made per week Animal Supply Price Structure Price
in a location.
42 43
Melee Weapons Ranged Weapons
Weapon Damage Supply Size Price Weapon Damage Supply Size Price
Bastard Sword d10 R B 25c Bow d6 C B 20c
Battle Axe d8 U S 15c Crossbow d8 R B 35c
Broadsword d8 U S 10c Longbow d8 U B 30c
Club d8 C S 10c Short Bow d4 C B 10c
Cudgel d6 C S 5c Sling d4 C T 5c
Dagger d6 C S 5c
Falchion d8 R S 15c
Flail d8 U S 20c
Flanged Mace d8 R S 25c
Glaive d10 U B 30c
Halberd d10 U B 30c
Hatchet d6 C S 5c
Heavy Club d10 C B 25c
Long Sword d10 U B 35c
Mace d8 C S 20c
Maul d10 R B 25c
Morningstar d8 U S 20c
Pike d10 C B 20c
Quarterstaff d6 C S 5c
Rapier d8 C S 15c
Scimitar d8 U S 15c
Short Sword d8 C S 10c
Sickle d6 C S 5c
Spear d8 C S 5c
War Hammer d10 R B 30c
Whip d4 U S 5c
44 45
Armor & Shields
Protective Gear Armor Slot Supply Size Price
46 47
Goods Goods
Goods Supply Size Price Goods Supply Size Price Goods Supply Size Price Goods Supply Size Price
Grappling
Blank Book C S 20c C S 25c Nails (x25) C T 1c Tent (fits 2) C B 25c
Hook
Cart Poison,
C - 75c Holy Water C T 25c R T 15c Twine C T 1c
(+4 slots) Hallucinogen
Poison, Wagon
Chain (10ft) C S 10c Horn C S 10c R T 20c (+8 slots,
Lethal C - 200c
requires 2
Poison, horses to pull)
Chalk C T 1c Hourglass C S 35c R T 15c
Paralyzing
Whetstone C T 1c
Poison,
Chisel C S 5c Incense C T 10c U T 10c
Sleeping
Whistle C T 1c
Cooking Pots C S 10c Ladder (10ft) C B 10c Pole (10ft) C B 5c
48 49
Dragon Elemental
Bestiary STR 17 / DEX 14 / INT 17
12 HP / 3 AR
Attacks: d8 bite, d6 tail (blast) or
claw (blast), d10 breath (blast)
STR 10 / DEX 13 / INT 5
10 HP
Attacks: d4 air or water, d6 earth, d8
fire
Critical Damage: Swallows target
There are situations that the PCs may find themselves in that may lead to whole. d4 damage to STR per turn. Cannot be damaged by nonmagical
encounters with creatures or questionable NPCs. The Arbiter can preplan weapons.
encounters if they wish, or roll randomly in real time on the table below. Detachments are required for
combat. Enjoys conversation as long Elementals are arcane conjurations
as it is not being threatened. resembling humanoids made of one of the
Encounter (d20)
four elements: air, earth, fire, or water.
1 Amoeba 6 Elf 11 Golem 16 Ogre Dragons are massive, four-legged, Void of pity, they will only obey their
2 Demon 7 Ghost 12 Human 17 Orc winged reptiles that live a millennia. enchanters or the arcane territory they
3 Dragon 8 Giant 13 Insectoid 18 Skeleton Due to their long lives, they are spawned from.
4 Dwarf 9 Gnoll 14 Kobold 19 Troll generally very intelligent, but incredibly
greedy. They are known for hoarding
5 Elemental 10 Goblin 15 Lich 20 Zombie
treasures in their lairs, and will destroy
anyone that attempts to help themselves.
Dragons will attack with teeth,
claw, and tail, as a beast does, but
Amoeba Demon they prefer intellectual combat.
STR 12 / DEX 4 / INT 1 STR 14 / DEX 11 / INT 8 Assaulting a dragon without
6 HP 9 HP / 1 AR an army is a foolish
Attacks: d6 acid touch Attacks: d6 bite or claw, endeavor.
Critical Damage: Absorbs target, d4 tail (blast)
dealing d4 to STR per turn.
Will attempt to goad the most Dwarf
Slashing weapons will turn a full- virtuous into a duel. STR 12 / DEX 9 / INT 10
health amoeba into two smaller 4 HP / 2 AR
amoebas with the HP and STR Demons are the epitome of pure evil. Attacks: d10 war
divided evenly among them. Bred in the Under-Realm, demons lack hammer or d8 crossbow
empathy and compassion, and only know
Amoebas are liquid or jelly-like malice. Their crimson skin is tougher Beard length often
organisms that attack their prey with than leather, and their claws as sharp as dictates ranking in
acidic pseudopods. They are found in a steel. All demons have wings, but only dwarven society.
variety of dark areas, such as dungeons the smaller devils have the capacity for
and sewers, as amoebas generally shun flight. They are not to be taken lightly. Dwarves are a short, stocky
bright light sources. They slowly move species renown for their
about absorbing carrion and other metallurgy and stubbornness.
organic matter for sustenance. A clean Suborder (d3)
They dwell under mountains
dungeon is always suspicious. Lesser Demon in cavernous, gilded cities
1
(Flight, STR 7, 5 HP) where they mine ore. Dwarves
2 Greater Demon are very proficient around
forges, prone to developing
Pit Fiend large, crushing weapons. They
3
(STR 16, d8 bite) generally shy away from magic.
50 51
Elf Ghost Gnoll Golem
STR 9 / DEX 12 / INT 11 STR 5 / DEX 12 / INT 10 STR 10 / DEX 13 / INT 6 STR 14 / DEX 6 / INT 1
4 HP / 1 AR 8 HP 5 HP / 1 AR 8 HP / 1 AR
Attacks: d8 short sword or d8 long Attacks: d6 necrotic touch Attacks: d6 bite, d8 spear Attacks: d6 melee
bow Critical Damage: Possesses target. Critical Damage: Poisoned. d4
Attacks with any weapon will eject damage to STR per turn. Follows the commands of the
The female of the species is more ghost from the target. animator, and nothing more.
deadly than the male. Prone to exasperated giggling.
Cannot be damaged by nonmagical Golems are magically animated
Elves are forest-dwelling fae-folk who are weapons. Gnolls are anthropomorphous hyenas automatons. They are often made of
as elegant as they are lethal. Usually known for raiding small settlements. bones, stone, flesh, or even clay. They
attired in fabrics or light, leather armor, Ghosts are incorporeal spirits of once- Tribalistic in nature, they travel in fight without tactics and cannot be
they are fleet-footed, silent killers when living beings. They often haunt specific bands, capturing small parties for reasoned or bargained with. Golems exist
they need to be. They are prone to the locations, sometimes unaware of their nefarious reasons. Gnolls are handy with solely to execute commands.
arcane and are as handy with a spellbook own deaths. Ghosts are ethereal and can poisons, and often coat the points of
as they are with a nocked arrow. pass through solid matter. Common their spears with wolfsbane powder.
spirits are fairly passive, but larger
haints are more easily aggravated.
Goblin
STR 8 / DEX 14 / INT 5
Giant 4 HP
STR 18 / DEX 6 / INT 7 Attacks: d8 club or d6 crude bow
20 HP / 3 AR
Attacks: d10 smash (blast), d10 Prefers to fight in packs. Individuals
stomp (blast) will try to retreat.
Critical Damage: Instant death.
Target is reduced to paste. Goblins are greenish, squat bipeds that
nest in dark caves and torment nearby
Detachments are required for villages. Attired in ragged pelts, they use
combat. Vulnerable at the nape of the crude weapons and large numbers to get
neck. what they want. Goblins are a savage
sort.
Giants are titanic-sized humanoids that
once ruled over the Realm. They are able Despite their disposition for mischief,
to level an entire city with relative ease, some goblins are more domesticated than
but thankfully, live very solitary lives. others, and have even integrated in
Attacking a giant is foolish without an civilized society as merchants, servants,
infantry, however, it is rumored that a and farmers.
single adventurer scaled one to defeat it.
Unfortunately, not all civil goblins are
Giants live high atop large mountains, treated with the respect that they
but few exist inside hollowed peaks with deserve. They are commonly thought of
big enough openings. These domiciles are as “less than” by dwarves and elves. It is
generally abandoned dwarven mines. one of the few things that dwarves and
The ousted dwarves are often quite elves seem to agree on anymore.
displeased with their displacement.
52 53
Human Insectoid Lich Orc
STR 10 / DEX 9 / INT 12 STR 10 / DEX 16 / INT 9 STR 9 / DEX 9 / INT 17 STR 12 / DEX 10 / INT 9
5 HP / 2 AR 4 HP 10 HP 6 HP / 1 AR
Attacks: d8 broadsword or d6 bow Attacks: d6 sting, d8 bite Attacks: d8 necrotic touch, undead Attacks: d10 longsword
Critical Damage: The venom attacks gaze, d4 INT syphon soul
Easily corruptible. Morally the target’s nervous system. d4 Critical Damage: Dread. Target is The larger the tusks, the higher in the
questionable. damage to DEX per turn. overcome with fear and will attempt pecking order.
to flee the engagement.
Humans are land-dwelling primates who Will attempt to carry away paralyzed Orcs live in war-torn tribes that excel in
manufacture castles and strongholds for characters Slashing weapons do half damage raiding and destruction. They are
protection. They are fairly gregarious, as (rounded down). Making eye contact generally the size of humans, and have
well as monarchistic. Humans seek to Insectoids are larger-than-average sized with the undead gaze will paralyze a dark green skin making them hard to
gain power, but are not unreasonable. arthropods. Ants, wasps, spiders, etc. all target for one turn. detect in deep forests. When orc tribes are
They are a hard people at the mercy of the have large variants, and depending on not fighting over territory with each
Realm. their combinations of segments, may Liches are the undead remains of wizards other, they impede into elven areas.
sting, bite, or both. Nests usually house whom have turned to dark magic to
one queen and dozens (or hundreds) of extend their lives. Their skin is grey and
insectoids. stretched over old bones. In place of a
lich’s long since decayed eyes are
hypnotic, bright red flames that can
Kobold paralyze anyone in their gaze.
STR 7 / DEX 12 / INT 8
5 HP / 1 AR
Attacks: d6 bite, d10 stone axe Ogre
STR 14 / DEX 7 / INT 3
Utilizes traps to gain advantage. 7 HP
Attacks: d10 heavy club
Kobolds are short, lizard-like bipeds that (blast), d8 stomp
prefer to ambush unsuspecting parties
instead of head-on combat. They dress in Hate being treated like
hides and pelts, and use crude weaponry they’re stupid.
and traps. In desperate stretches, kobolds
have been known to eat their young to Ogres are large, dim-witted
survive. humanoids who dwell in
caves or large huts. They are
known for stealing
livestock and leaving
devastation in their wake.
Ogres are easily tricked and
are prone to superstition.
They also make a lovely cheese.
54 55
Skeleton Zombie Creating Encounters
STR 6 / DEX 10 / INT 1 STR 6 / DEX 3 / INT 3 Use the following template to create
3 HP / 1 AR 4 HP more sophisticated creatures or
Attacks: d6 bow or d8 short sword Attacks: d6 bite NPCs:
Critical Damage: Target becomes a
Slashing weapons do half damage zombie in d6 turns. Encounter Name
(rounded down). Arrows do no STR X / DEX X / INT X
damage. Zombies are undead humanoids that rise X HP / X Armor
from the grave at night. They are terribly Attacks: (dX weapon or quality)
Skeletons are the reanimated remains of slow, and they must be hacked to pieces Critical Damage: (Consequence)
passed-on warriors. Adorned in the to “kill.” A bite from a zombie is (Include any unique quirks or tactics)
armor they were buried in, skeletons are particularly damning. Avoid them at all
often found patrolling tombs and crypts. costs or suffer their same cursed fate. Attributes: 3 is deficient, 6 is weak,
Usually, defeating the animator will 10 is average, 14 is noteworthy, and
release the remains from the cursed 18 is legendary. Adjust as necessary.
sorcery. • Give average creatures 3 HP, give
hardy ones 6 HP, and serious
threats get 10+ HP.
Troll • Use flavor and style to help them
STR 15 / DEX 12 / INT 7 stand out.
12 HP • Use critical damage to lean into the
Attacks: d8 claw (blast) threat or strangeness of any
aggressive NPC.
Turn to stone in • Creatures larger than a cottage may
sunlight. Will revert to require the “Detachment” notation.
flesh in the evening. • Remember that HP is Hit
Protection, not Hit Points. It’s a
Trolls are gluttonous measurement of resilience, luck,
mountain dwellers who leave and gumption, not health.
their dens at night in search
for food. They eat almost Some pointers:
anything, from carrion to • Is it good at avoiding a hit? Give it
rocks. Their feces has been HP.
known to house rare gemstones formed • Does it soak up damage? Give it
in their stomaches. Troll feces is AR.
particularly nauseating, but often • Is it strong? Give it high STR.
times lucrative. • Is it nimble? Give it high DEX.
• Is it wise? Give it high INT.
56 57
Role Playing Arbitration
Agency Information
• Attributes and related checks do not define your character. They are tools. • Provide useful information about the game world as the characters explore it.
• Don’t just ask what your character would do, ask what you would do, too. • Players do not need to roll dice to learn about their circumstances.
• Be creative with your intuition, items, and connections. • Be helpful and direct with your answers to their questions.
• Respond honestly, describe consistently, and always let them know they can keep
Teamwork asking questions.
• Seek consensus from the other Players before barreling forward.
• Stay on the same page about goals and limits, respecting each other and Difficulty
accomplishing more as a group than alone. • Default to context and realism rather than numbers and mechanics.
• If something the Players want to do is sincerely impossible, no roll will allow them to
Exploration do it.
• Asking questions and listening to detail is more useful than any stats or items you • Is what the Player describes and how they leverage the situation sensible? Let it
have. happen.
• Take the Arbiter’s description without suspicion, but don’t shy away from seeking • Checks cover a great deal of uncertain situations and are often all that is necessary for
more information. risky actions.
• There is no single correct way forward.
Preparation
Talking • The game world is organic, malleable, and random. It fluctuates and makes sharp
• Treat NPCs as if they were real people, and rely on your curiosity to safely gain turns.
information and solve problems. • Use the Oracles and tables to develop situations, not stories or plots.
• You’ll find that most people are interesting and will want to talk things through • NPCs remember what the PCs say and do, and how they affect the world.
before getting violent. • NPCs don’t want to die. Infuse their own self-interest and will to live into every
personality.
Caution
• Fighting is a choice and rarely a wise one; consider whether violence is the best way Narrative Focus
to achieve your goals. • Emergent experience of play is what matters, not math or attributes. Give the players
• Try to stack the odds in your favor and retreat when things seem unfavorable. weapon trainers and personal quests to facilitate improvement and specialization.
• Pay attention to the needs and wants of the Players, then put realistic opportunities
Planning in their path.
• Think of ways to avoid your obstacles through reconnaissance, subtlety, and fact- • A dagger to your throat will kill you, regardless of your expensive armor and
finding. impressive training.
• Do some research and ask around about your objectives.
Danger
Ambition • The game world produces real risk of pain and death for the characters.
• Set goals and use your meager means to take steps forward. • Telegraph serious danger to Players when it is present. The more dangerous, the
• Expect nothing. Earn your reputation. more obvious.
• Keep things moving forward and play to see what happens. • Put traps in plain sight and let the players take time to figure out a solution.
• Give Players opportunities to solve problems and interact with the world.
Choice
• Give Players a solid choice to force outcomes when the situation lulls.
• Work together using a conversational method to keep the game moving.
• Ensure that the character’s actions leave their mark on the Realm.
58 59
Solitaire
Preparation
• Prep is play. If you’ve taken the time to fill out a character sheet and develop your
starting area, you’re playing the game.
• Don’t prepare too much material. Over-planning before you’ve begun can
overwhelm a new Player.
• If you need inspiration on where to go or what to do, roll on the Open Question
Oracle (pg. 63) and interpret the result. Throw your character in the middle of the
action of the interpretation.
Rules
• Be familiar with the rules, but make rulings when they don’t come to you.
• Keep in mind the spirit of the law and not the letter.
• The biggest killer of a solitaire game session is stopping to check the guide too often.
Trust your instincts.
Oracle
• The “Yes, but…” and “No, but…” results on the Closed Question Oracle are answers
to your binary query, but with a complication. How does that fit into your narrative?
• If you are in need of a quest, a description of a room, or simply an explanation of an
NPC’s motivation, seek the Open Question Oracle. This table is the equivalent of
tarot cards and tea leaves.
• As much as the Oracle is helpful, don’t lean on it too often. It is primarily there to
provide detail. Not to tell you what to do all of the time.
Conflict
• The secret to all great westernized story telling is conflict. Introduce it in every
scenario.
• Start low as it pertains to difficulty, then slowly bring up the danger to find your
preferred style of play.
• Balance the rewards that your character receives with the obstacles that you’ve
overcome. Rewarding yourself for accomplishing nothing is discouraged.
Journal
• Some people record or broadcast themselves playing for the entertainment of others.
This is not required. Simply keeping a journal of your character’s exploits is enough.
• Writing short sentences is a good way to start. People who write elaborate prose
eventually feel obligated to write a book. This is a game, not a chore.
• If you feel overwhelmed with everything you’ve written so far, flesh out an NPC
from that world and start anew. A fresh perspective in a familiar land can ease the
tension. You can always return to your old PC.
60 61
Question Oracles
Oracles CLOSED QUESTION: Ask this oracle a question to better define a situation,
NPC, or object. Answers that end with “but…” introduce a complication, while
the answer “Yes, and…” offers some sort of extra benefit.
The oracle tables provided can help an unprepared Arbiter or solitaire Player
generate conflicts, rewards, details, and more. They have been organized into Yes/No (2d6)
broad categories for ease-of-use. 2-4 Yes, and…
5-6 Yes
Question Oracles…63 Civilization Oracles…70
7 Yes, but…
• Closed Question • Settlement Name
• Open Question • Trouble 8-9 No
• Species & Population 10-12 No, but…
Narrative Oracles…64 • Authority
• Quest Sparks
• Plot Twists Dungeon Oracles…72
• Dungeon Name
NPC Oracles…66 • Cave Terrain OPEN QUESTION: Ask this oracle a question to receive an answer that can be
• Reaction, Number, & Scale • Structure Terrain
• Name • Doors interpreted to guide your scenario. Action, Descriptor, and Theme results can be
• Ambition interpreted collectively or individually.
• Species Reward Oracle…76
• Role • Treasure
d20 Action Descriptor Theme
Faction Oracles…68 1 Barter Ancient Blood
• Faction Name
2 Battle Arcane Captivity
• Focus
• Leadership 3 Betray Blighted Conflict
4 Command Corrupted Creature
5 Confront Cursed Death
6 Create Eerie Device
7 Defend Enchanted Group
8 Enchant Forgotten Hate
9 Entertain Haunted Knowledge
10 Escape Hidden Law
11 Explore Looming Leader
12 Heal Lost Love
13 Hunt Moving Message
14 Investigate Mysterious Person
15 Negotiate Perilous Religion
16 Protect Sacred Resource
17 Rescue Savage Revenge
18 Sabotage Treacherous Secret
19 Sneak War-torn Vengeance
20 Solve Zealous Weapon
62 63
Narrative Oracles
Quest Sparks (d20)
QUEST SPARKS: Choose or roll on this oracle for a quick story beginning. Guild Rivalry: Two of a city’s biggest factions are at odds over a political
11 misunderstanding. One wishes to end the ordeal while the other wants to
accelerate it. The band is propositioned by both for help.
The Vanishing Village: An entire settlement has disappeared overnight.
Quest Sparks (d20) 12 The band must uncover the magic behind this and return the villagers to
Mineral Shortage: A dwarven mining settlement is running out of safety.
1 essential minerals. The band must help find a new mine or negotiate a Trial of the Ancients: To prove their worth, the band must undergo a
trade deal to ensure the settlement’s survival. 13 series of trials set up by ancient spirits (ghosts), testing their strength,
dexterity, and intellect.
Vanishing Wildlife: An elven forest is losing it’s creatures due to A Giant Problem: In several days a giant will destroy a city that recently
2 encroaching civilization. The band must mediate between the elves and 14 desecrated it’s territory. The band must deter the giant or help evacuate the
man to preserve the delicate balance. city.
Crops in Peril: A farming village faces a famine due to a giant locust Rise of the Cult: A dark cult is gaining followers and planning a ritual to
3 (insectoid) infestation. The band must find a way to eliminate the pests 15 summon a greater demon. The band must infiltrate the cult and stop the
and save the harvest. ritual from happening.
Lost Expedition: A group of dwarven explorers went missing in uncharted
4 The Lost Heirloom: The band is hired to recover a stolen family heirloom 16 caves. The band must rescue them and bring back valuable geological
from a treacherous bandit hideout led by an NPC known to the party. samples.
Moonlit Garden: An elven garden that blooms only under moonlight
Goblin Diplomacy: A local goblin nest threatens raids on a nearby city 17 holds a cure for a deadly plague. The band must protect the garden from a
5 unless a missing chieftain’s crown is returned. The band must negotiate nearby orc tribe and harvest the rare plants.
with the goblins or find the crown to avoid bloodshed. Undead Nightmare: A recent arcane mishap has caused zombies to rise
Whisper in the Woods: A mysterious forest is causing travelers to 18 from their crypts in a village. The band must exterminate the threat or find
6 disappear. The band must investigate the cause and recover the lost a magical solution.
travelers if possible. A Stinky Situation: A dwarven gem hunter has located the den of a troll.
Forgotten Forge: An ancient dwarven forge, known for crafting legendary 19 The band is hired to eliminate the threat or distract it long enough for the
7 weapons, has been lost to time. The band must find it’s hidden location dwarf to sift through the troll’s excrement for loot.
and uncover it’s secrets.
20 Lizard vs. Wizard: A gang of kobolds seeks the help of the band to destroy
Ancient Wisdom: The oldest living elf possesses knowledge crucial to a nearby lich that threatens their existence. They can pay in stolen coin.
8 healing a blighted forest. The band must travel to find this reclusive sage
and learn the secret to the woods.
Rival Merchant: A cutthroat merchant is driving local traders out of
9 business. The band must gather evidence of their unfair practices to restore PLOT TWISTS: To develop the PC’s current situation in an interesting
economic balance. direction, roll on this oracle.
The Missing Relic: A relic of inscrutable power has been stolen from a
10 museum by a party of thieves. In their haste, they were ambushed by a
dragon who now holds the artifact safely in it’s lair. The band is hired to Plot Twists (d10)
recover the important item. A common enemy offers an uneasy
An NPC the PCs trust is revealed
1 6 alliance, but their true intentions
to be a secret enemy. are unclear.
A hidden society emerges, holding 7 A cursed artifact that was thought
2 to be destroyed resurfaces, causing
the key to an unexpected power. chaos.
The band’s main quest is a A prophecy’s meaning is
3 diversion, and a greater threat 8 misinterpreted, leading the band
looms. astray.
An NPC’s motives are not what The PCs learn their memories have
4 they seemed; a tragic story is 9 been tampered with, causing doubt
unveiled. and suspicion.
A long-lost relative appears, A beloved mentor turns out to be
5 altering the PC’s perception of their 10 harboring a dark secret that
lineage. jeopardizes the PC’s mission.
64 65
NPC Oracles AMBITION: Randomly roll on this
oracle to give an NPC a goal.
REACTION, NUMBER, & SCALE: Roll on this oracle to determine the
number, scale, or reaction of an encounter.
Ambition (d20)
66 67
Faction Oracles FOCUS: This oracle dictates the
faction’s type or specialty.
LEADERSHIP: Roll to determine the
dynamic of the faction’s leadership.
FACTION NAME: First roll on the template. Then roll on the following oracle
to to fill in the template.
Focus (d20) Leadership (d6)
1 Anarchistic
Template (d4) 1 Apothecaries
2 Dictatorship
1 [Legacy] + [Affiliation] 3 [Legacy] + [Identity] 2 Assassins
3 Dynasty
2 [Identity] of the [Legacy] + [Affiliation] of the [Legacy] +
4
[Affiliation] [Identity] 3 Bandits 4 Elders
68 69
Civilization Oracles TROUBLE: This oracle can introduce
a difficulty to a city, village, or town.
SPECIES & POPULATION: Roll to determine the primary species and
population of a settlement.
SETTLEMENT NAME: Roll once
for a prefix and again for a suffix to
generate a name for a city, village, or d4 Species Population
Trouble (d20)
town. 1 Dwarf Dozens
1 Ancient evil awakes below. 2 Elf Hundreds
3 Human Thousands
d20 Prefix Suffix 2 Corrupt rulers.
4 Mixed Tens of Thousands
1 Black -barrow 3 Cursed by strange obelisk.
2 Dragon -bridge AUTHORITY: Randomly roll to
4 Dangerous creatures invade.
decide the intensity of law in a
3 Elden -brook discovered city, village, or town.
5 Dark magic disrupts life.
4 Ember -cairn
6 Deadly disease spreading. Authority (d6)
5 Frost -crag 1 None
7 Economy crashes, poverty 2 Ineffectual
rises.
6 Golden -fall 3 Tolerant
8 Enemy army attacks. 4 Fair
7 Iron -field 5 Corrupt
9 Eternal night descends. 6 Oppressive
8 Mist -ford
10 Extremist beliefs cause
9 Moon -hall conflict.
12 Magical
11 Raven -hope barrier traps
residents.
12 Red -mount 13 Natural disaster devastates.
13 Shadow -ridge
14 No food due to failed crops.
14 Silver -river
15 People vanish without trace.
15 Stone -rock
16 Silence curse grips settlement.
16 Thorne -stone
17 Supernatural forces cause
17 Thunder –stead fear.
70 71
Dungeon Oracles CAVE TERRAIN: Roll d12 to generate a terrain tile for a rugged or cavernous
location.
DUNGEON NAME: To generate a name for a location, first roll on the
template, then roll to fill in the brackets.
Template (d4)
1 The [Place] of the [Noun] 3 The [Descriptor] + [Place]
2 The [Place] of the [Descriptor] + 4 {Leader]’s [Descriptor] + [Place]*
[Noun]
*If the leader of the location is yet unknown, ignore that bracketed text. 1 2 3
d20 Place Descriptor Noun
1 Burrow Ancient Blood
2 Camp Black Bone
3 Castle Blighted Claws
4 Cave Bloody Cult
5 Cavern Cursed Dagger
4 5 6
6 Den Dark Dead
7 Fort Dead Dim
8 Hollow Doomed Eye
9 Keep Endless Exiled
10 Lair Forbidden Fear
11 Nest Forgotten Finger
12 Pit Forsaken Guard
7 8 9
13 Post Grim Hand
14 Reach Hidden Knave
15 Ruin High Prophet
16 Shrine Jagged Refuge
17 Spire Lost Skull
18 Stronghold Sacred Sorrow
19 Temple Wicked Sword 10 11 12
20 Tower Withered Wolf
72 73
STRUCTURE TERRAIN: Roll d20 to generate a terrain tile for a man-made
structure.
11 12
1 2
13 14
3 4
15 16
5 6
17 18
7 8 19 20
Doors (2d4)
2-3 Barricaded from the other side
4-5 Open
6-7 Locked
8 Trapped (pg. 39)
9 10
74 75
Reward Oracle
TREASURE: Roll on the following oracle to generate a reward.
Barael’s Blade
d10 (+d4 vs. demons)
Treasure (d12)
76 77
Name:
Species:
Background:
Trinket:
Coin:
STR Features HP
MAX
MAX
DEX AR
Traits
MAX
INT DEPRIVED
MAX
Mark box
to equip
Inventory MAX:
1 11
2 12
3 13
4 14
5 15
6 16
7 17
8 18
9 19
10 20
Rules Summary
Attributes Deprivation & Fatigue
• Strength (STR): power/resilience A PC deprived of a crucial need is
• Dexterity (DEX): agility/speed unable to recover HP or attributes. If
• Intellect (INT): wisdom/charisma you are deprived for more than a day
you add a “Fatigue” to your
Checks inventory. Each Fatigue lasts until
Roll d20 for an appropriate attribute. you are able to take a long rest.
If you roll equal to or under, you
succeed. Otherwise, you fail. 1 is Inventory
always a success. 20 is always a Your PC has one half their max STR
failure. +10 inventory slots. Most items take
up one slot, while bulky items
Hit Protection occupy two. Tiny items can be
HP reflects your character’s ability to combined three to a slot. Anyone
avoid damage in combat. It does not carrying items that fill their
indicate your character’s health or inventory to capacity are
fortitude, nor do you lose it for very encumbered. When encumbered,
long. If an attack takes a character’s characters cannot run, and make
HP exactly to 0, the character receives checks with disadvantage.
a Mark.
Combat
Armor Rating Players take their turn before enemy
Each piece of armor equipped has a NPCs. If there is a risk for the PCs to
value that contributes to your be surprised, each Player must make
character’s total AR. When added a DEX check or skip their first turn.
together, any fractions of a point are
disregarded (e.g. a 2.25 equals an AR On your turn, you may take one
of 2). Before calculating damage to major action and one minor action.
HP, subtract the target’s AR from the
result of damage rolls. No one can If attacking, roll your weapon die
have more than a 3 AR. and subtract the target’s AR, then
deals the remaining total to the
Healing & Rest opponent’s HP. Unarmed attacks
• Short Rest: Takes 1 round. A always do d4 damage. Ranged
minute or two of rest will heal d4+1 weapons cannot be used within
HP, but will leave your character melee range.
exposed.
• Long Rest: Takes 1 watch. A meal If multiple attackers target the same
and some sleep will restore all HP. foe, roll all damage dice and keep the
If HP was already full, restore d6 to single highest result.
an attribute score.
• Full Rest: Takes 1 week. This fully Retreating from a dire situation
restores your character’s attributes always requires a successful DEX
and alleviates any long term check, as well as a safe destination to
conditions. run to.