Professional Documents
Culture Documents
There are likely other changes I forgot to update as I was going along, and I havent included typo references, but these are the main
ones. As with v3 many of these tweaks came about as a result of playtes�ng discussion on the Low Fantasy Gaming Discord – Thank
you one & all for helping make ToA a crackin’ game!!
MADNESS 160
MONSTERS 162
List by HD, Custom Monsters 163
Special Traits 164
Monster Stats 167
The other players control a single adventurer each, Jessica: Hey I was about to do that - we split
also known as a Player Character or “PC”; a whatever she finds!
Fighter, Barbarian, Rogue, Bard, Ranger, Monk,
Artificer, Cultist or Magic User. The player Tom: OK I made my Initiative check with an 8, so
characters are the central protagonists in the game, I react quick enough. I throw my spear, yelling out
like the main characters in a novel, TV show or “What the hell, berk!” … let’s see <Tom rolls his
movie. The players might also control NPC attack and damage> … I hit AC 18, and damage is
hirelings and pets (if any). 8, assuming that’s a hit?
The game generally unfolds with the GM GM: Yep you easily hit, even with cover <the GM
describing the situation at hand, including where knows the target’s AC is 12>. Your spear strikes one
the adventurers are and what they can see and hear. of the figures, who yells out in pain… <the GM
The players then tell the GM what they want their rolls a Dex check, which fails> .., and he topples off
PCs to do. The GM decides whether the attempted the roof, hitting the ground with a horrible splat!
action succeeds, fails, or if some dice need to be
rolled to determine the outcome. Tom: LOL! Classic Kruncor!
An example of play appears below. Jessica: Yeah that’s the Kruncor we all know and
love. Right, I loot the new dead guy!
GM (Steve): Okay, as you stroll down the alley
way, you hear a sudden squeal, then a body falls GM: OK then; Mia - you don’t find anything of
from the sky above you, landing on the much value on the dead merchant. Interestingly his
cobblestones with a bloody thud! money pouch has been cut from his belt. Jessica,
the latest dead body is a man wearing street rags,
Tom: What? A body? Where the hell did it come there’s a bloody knife, 3 silver in loose coins and a
from? money pouch with another 82 silver.
Tom: I grab her as she’s talking, and fling her off Exploding Dice
the roof down to where Dari and Jacinth are An “exploding” die roll means that if you roll the
waiting. maximum on the die, you roll it again and
accumulate the result (once per die only).
Mia: Yep, Dari stands up and draws her short
swords, ready for trouble. She knows what Krunc’s ROund DOwn
like.
If a rule instructs you to divide an amount, round
down unless indicated otherwise.
GM: OK. Someone roll initiative, we’re about to
start combat.
COnsTiTuTiOn (COn)
High Constitution means your adventurer is hardy
and physically resilient. Con is directly related to
Hit Points, and makes it easier to resist poisons,
transmutative magic, and fatigue. MODIFIERS
If an attribute (except Luck, see over) applies a
Intelligence (InT) modifier, use the bonus or penalty below:
11
Designer’s Thoughts
Although hit points, spells, and other abilities tend
to replenish regularly, relying on Luck gets riskier
the longer an adventure goes on.
12
13
14
Hit PoinTS
While hit points partly reflect the ability to absorb
blows, they are primarily more intangible qualities
such as fighting spirit, combat experience, stamina,
and luck. Being restored to full hit points after a
battle does not mean a PC’s wounds miraculously
heal. On the contrary, it suggests that despite their
injuries, the adventurer has gathered the courage to
rally, found their second wind, or is otherwise hell
bent on reaching their objective.
Unique FeatureS
All 1st level PCs start with hit points equal to their
Con score plus class hp bonus (generally 1-3
points). Between 2nd and 9th level, all characters Every 3rd level devise one new ability, trait or
increase their hp by their class hp bonus only. theme for your adventurer. Feel free to borrow feats,
class abilities, perks and so on from other games,
A 1st level Con 13 Fighter starts play with 16 hit modified to suit ToA. The advancement need not
points (Con 13 + 3 class hp bonus). At 2nd level her be limited to traditional class themes, allowing for a
hp increases by 3 to 19, then to 22 at 3rd level, etc. degree of multi-classing. The open nature of
Unique Features requires some table discussion to
WOUNDED keep things balanced and consistent with the genre
of your campaign. Consider these advancements
Most damage is cuts and scrapes, but if reduced to under constant playtesting and subject to tweaking.
half max hp (known as Wounded), the character
shows real signs of trauma. If reduced to zero hp, If uncomfortable with creating your own Unique
the subject is unconscious or incapacitated, and Features, some examples appear on p.45. For more
may die or suffer a persistent injury (see p.83). experienced players, GMs might allow a bonus
Unique Feature at 1st level to allow for greater PC
LEVELLING UP customisation. Tables favouring simplicity might
ignore UFs altogether (or grant +1 to an Attribute,
When a PC levels up they gain +1 to an attribute
max 17).
of their choice (excluding Luck and Init, up to max
16), more hit points, and other benefits as outlined
Designer’s Thoughts
in the Class Attack Bonus & Abilities tables. If a
Hit points in ToA start out a little higher than LFG,
spell or monster ability refers to a target’s HD
but increase at a slower rate. The flatter hp curve
(p.162), a PC’s HD equals their level.
has many benefits: PCs quickly reach and remain in
the hp “sweet spot” of 20-30, lower HD monsters
ClaSS AbilitieS remain dangerous for longer, fewer enemies are
All classes come with special abilities relating to needed to threaten the party, and most importantly;
their general theme or niche. Some abilities work fights are quicker and more exciting! This in turn
automatically while others require a check of some frees up precious session time for more exploration,
kind. PCs may attempt to recover expended social interactions, side treks, crazy plans, and of
abilities by taking Short or Long Rests (see p.89). course - more fighting (and looting)!
15
Key Attribute
Intelligence (Min 15)
Hit Points
Equal to Con score + Level.
Weapons
One handed weapons, light crossbows, sling,
and Alchemy & Mechanica weapons.
16
17
TroubleShOOter
Once per point of Int modifier per adventure, you
may attempt to improvise a jury rigged device or ad
hoc mixture to bypass a current obstacle, disarm a
trap, or assist the party in some other way. Your
toolbox and a successful Int check are required
(Reroll available), modified at the GM’s discretion.
The device is fashioned from spare parts and
chemicals, scavenged or adapted from nearby
materials, borrowed from allies, etc. The GM
determines whether a proposed item is possible in
the circumstances, and how long it takes to create.
18
19
Key Attribute
Constitution (Min 13).
Hit Points
Equal to Con score + (Level x2).
Weapons
All except crossbows.
Skills
Athletics, Wilderness Lore plus roll 1d10 three
times: (i) Acrobatics, (ii) Animal Lore, (iii)
Deception, (iv) Detection, (v) Divine Lore, (vi)
Gather Info, (vii) Leadership, (viii) Persuasion, (ix)
Watercraft, (x) Stealth.
20
21
Key Attribute
Charisma
Hit Points
Equal to Con score + (Level x2).
Weapons
All.
Skills
Persuasion, Deception, General Lore plus roll 1d10
three times: (i) Apothecary, (ii) Arcane Lore, (iii)
Athletics, (iv) Detection, (v) Divine Lore, (vi)
Gather Information, (vii) Leadership, (viii) Stealth
(ix) Watercraft, (x) Traps & Locks.
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Bardic Knowledge
By 2nd level, your studies have earned you an ear
for languages and a broad knowledge of cultures.
You may make a Charisma check to understand a
few key words of a language you don’t formally
know (and/or perhaps speak a couple of stilted
words; GM’s call). Additionally, you roll against
Cha (not Int) when recalling lore about history,
culture, legends, and etiquette.
23
Key Attribute
Willpower
Hit Points
Equal to Con score + (Level x2).
Weapons
Bludgeoning, and any weapons sacred to the cult’s
ethos (GM’s call).
Skills
Apothecary, Divine Lore plus roll 1d10 three times:
(i) Arcane Lore, (ii) Athletics, (iii) Deception, (iv)
Detection, (v) Gather Info, (vi) General Lore, (vii)
Persuasion, (viii) Watercraft, (ix) Stealth, (x)
Wilderness Lore.
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25
26
Icons Skull chalice. Crow(s). Ooze. ◆ Bring glory to yourself and the Iron God.
◆ Pray for the departed. ◆ Trained for War You may use all melee
weapons or heavy armour (choose one).
◆ Heed the suffering of others.
◆ Offering of Blood You may access your
◆ End those that deserve death. Rerolls for melee attack and damage rolls.
◆ Purge the undead and the Shennog
demon, wherever they roam. Shennog is the goddess of night, darkness, mystery,
deceit, and madness. She is whispered to in times of
◆ Stifle disease. treachery, despair, and clandestine activity. Most
descriptions of Shennog suggest a formless shadow,
◆ It is blessed to repurpose that which is in decay. broken mirror, or a giant spider.
Patron Benefits Related Activities Tending the mentally ill, false
dealings, double crosses, stealth and infiltration,
◆ Shadow of Death When you roll a critical hit
nocturnal affairs, subterranean exploration.
on a melee attack roll, a living target with
Shennog has no known feast day (if there is one, it’s
equal or less HD than you dies (no save). This
kept secret).
is a magical effect and requires a DDM check.
You may choose not to invoke this effect.
Common Phrases The darkest corners conceal the
◆ Add the following to Spell like Blessing: greatest secrets. Reject the mundane and embrace
Riddle of Bones, Bestial Communion (vermin, revelation. Mystery is the font of wonder.
crows and ravens only), Glimpse the True Gods.
Icons Slender crescent moon forming a
Graxus (The Iron God) circle, spider or webs, cracked mirror.
Graxus is the god of war, courage, struggle, and
glory. He is called upon in times of conflict and
strife, either to rally strength or deflect his wrath.
He is frequently depicted as a juggernaut of
destruction; a towering half man, half iron fusing
of steel and flesh.
Tenets
◆ Test your mettle.
◆ Live boldly or not at all.
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◆ One secret for another. ◆ You may roll against Will on checks relating
to Wilderness Lore.
◆ Invoke trickery and guile.
◆ Add the following to Spell like Blessings:
◆ Delve the dark places of the world. Bestial Communion, One with the Deep,
Thunderous Invocation.
◆ Embrace mystery and wonder.
◆ Consort with the mad and un-mad alike.
Wodon
Wodon is the dual headed god of knowledge, art,
◆ Find comfort in the night. wisdom, and justice, beseeched for insight,
inspiration or truth. They are portrayed as a giant
Patron Benefits owl, or a wizened human with two heads, one male
and one female, leaning upon a runed staff or stack
◆ You may roll against Will on checks relating of tomes.
to Stealth or Deception (choose one).
Related Activities Seeking or giving advice, study,
◆ Add the following to Spell like Blessings: investigation, meditation, artistic endeavours,
Mask of Many Faces, Place of Perfect Night, justice. Wodon’s feast day is Reverie.
Strange Joining.
Common Phrases Wodon guide you. Knowledge is
Soliri (The World Tree) power. One cannot hide from one’s self. Vengeance is a
Soliri is the goddess of the sun, weather, nature, pit, justice a door.
and creation. She is implored to bless harvests,
encourage fertility, and to repel darkness or Icons Stack of tomes. Dual headed bust. Giant owl
ferocious beasts. Commonly depicted as a female with a set of scales and/or hammer.
faced sun, a swarm of leaves, or a giant world tree.
Tenets
Related Activities Planting, harvesting, breeding,
weather ceremonies, hunting, camping, raising ◆ Your word is your bond.
bonfires. Her feast day is Long Harvest.
◆ See justice done.
Common Phrases The World Tree provides. Man too
◆ Learning is blessed; expand
is a force of nature. Burn back the shadow!
and strengthen your ken.
Icons Flaring sun. Stylized leaf. Colossal tree with ◆ Preserve the old lore and relics.
great roots.
◆ Muse upon the
Tenets wonderment of art.
◆ Venerate the sun and flame. Patron Benefits
◆ Explore the uncharted wilds. ◆ Gain advantage on General Lore checks.
◆ Give to the earth, ◆ Hammer of Judgment On a successful melee
take from the earth. hit, you may spend a Reroll die to knock the
target Prone, and Blind them until the end of
◆ Reject the hollow adornments
their next turn (no save, once per target only).
and luxuries of convention.
This effect does not trigger a DDM check.
◆ Root out and destroy
◆ Add the following to Spell like Blessings:
abomination in all its forms.
Witchblade, Whispers of the Watchers.
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Key Attribute
Strength
Hit Points
Equal to Con score + (Level x3).
Weapons
All.
Skills
Leadership, Athletics plus roll 1d12 three times: (i)
Acrobatics, (ii) Animal Lore, (iii) Apothecary, (iv)
Deception, (v) Detection, (vi) Gather Info, (vii)
General Lore (viii) Persuasion, (ix) Watercraft (x)
Stealth, (xi) Traps & Locks, (xii) Wilderness Lore.
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31
32
Key Attribute
Intelligence
Hit Points
Equal to Con score + Level.
Weapons
One handed weapons, light
crossbows, sling.
Skills
Arcane Lore, Apothecary plus roll 1d10 three
times: (i) Animal Lore, (ii) Deception (iii)
Detection, (iv) Divine Lore, (v) Gather Info, (vi)
General Lore (vii) Persuasion, (viii) Watercraft (ix)
Stealth, (x) Wilderness Lore.
33
VEIL AMULET
At 5th level, you craft an amulet, torc, or other
talisman (100 sp) that assists you to curb adverse
Veil effects. While openly wearing it you may spend
a Reroll die to reroll a DDM effect. Your amulet
only functions for you or other Magic Users. If lost
or destroyed, you may create another during
Downtime.
BATTLE FOCI
At 7th level, you craft a wand, staff, or sword (200
sp) to better channel arcane energies. While
wielding it you may expend one use of your Rerolls
to reroll any or all spell damage dice, or the number
of targets affected by a spell. If lost or destroyed,
you may create another during Downtime.
34
Key Attributes
Willpower and Dexterity
Hit Points
Equal to Con score + (Level x2).
Weapons
Spear, shortsword, dagger, staff, short bow, sling.
Skills
Acrobatics, Apothecary, Athletics plus roll 1d10
three times: (i) Arcane Lore, (ii) Deception, (iii)
Detection, (iv) Divine Lore, (v) General Lore, (vi)
Persuasion, (vii) Watercraft, (viii) Stealth, (ix)
Traps & Locks, (x) Wilderness Lore.
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36
UNIQUE FEATURE
At 3rd, 6th, and 9th levels, you gain a Unique
Feature. See p.15 and 45.
NEW SKILL
At 2nd, 5th, and 8th level, you gain one new skill
(the skill need not be on your class list).
SPIRIT WARRIOR
At 5th level, you unlock glimmers of spiritual
enlightenment, invigorating your physical and
mental being. Gain the following benefits:
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Key Attribute
Perception
Hit Points
Equal to Con score + (Level x2).
Weapons
One handed weapons. All ranged weapons
except heavy crossbow.
Skills
Animal Lore, Wilderness Lore, Stealth plus roll
1d10 three times: (i) Acrobatics, (ii) Athletics, (iii)
Apothecary, (iv) Deception, (v) Detection, (vi)
Divine Lore, (vii) General Lore, (viii) Persuasion,
(ix) Watercraft (x) Traps & Locks.
38
39
Steady Shot
3. Instinctive Rescue Your beast may perform From 2nd level, when you make a ranged attack,
a Rescue that targets you or an ally. If the targets lose any AC bonus due to cover. In addition,
GM agrees a Rescue is possible, your beast if you miss your target you never reroll the attack
must make an Init check and you a Perc against an ally in the same melee.
check. If successful the Rescue occurs. No
Luck check is required. This ability may not
be used more than once per adventure. UNIQUE FEATURE
At 3rd, 6th, and 9th levels, you gain a Unique
4. Nature’s Venom After you hit with a Feature. See p.15 and 45.
weapon attack, you may trigger this talent to
impose a 75% chance that the target is
Dazed. This is a Poison effect. NEW SKILL
At 2nd, 5th, and 8th level, you gain one new skill
5. Off Hand Adept If Two Weapon Fighting (the skill need not be on your class list).
(p.80), before rolling to hit with your Extra
attack, you may trigger this talent to negate
the usual disadvantage penalty this turn.
SECOND ATTACK
At 5th level, when you use an action to attack, you
6. Cover Fire If you or an ally is hit by a ranged make two attacks instead of one. If Two Weapon
attack, you may trigger this talent to reroll Fighting, you do not gain a second Extra attack.
the attack and apply the lowest result. You
must be armed with a ranged or throwing
weapon and be within range of the attacker
MASTER HUNteR
to activate this ability. At 7th level, your ranged attacks cause critical hits
on a natural 1d20 roll of 19-20.
7. Ranger’s Ointment For 1d6+6 hours, one
target within Melee range gains advantage In addition, your beast companion gains the
on rolls to resist adverse effects inflicted by following benefits:
cold, heat, fire, and lightning (magical or
otherwise). ◆ Reduces all damage by 2 points (min 1).
8. Seasoned Explorer You roll against Perc ◆ Gains the Rogue Skirmisher ability. If your
(not Int) on Wilderness Lore checks. Once beast already has the Skirmisher ability, it
known, this talent is always active, and does gains +1 AC instead.
not require expending a Rangercraft use.
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Key Attribute
Dexterity
Hit Points
Equal to Con score + (Level x2).
Weapons
One handed weapons, light crossbow,
short bow, and sling.
Skills
Stealth, Sleight of Hand, Traps & Locks plus roll
1d10 three times: (i) Acrobatics, (ii) Apothecary,
(iii) Arcane Lore, (iv) Deception, (v) Detection, (vi)
Divine Lore, (vii) Gather Info, (viii) General Lore,
(ix) Persuasion, (x) Watercraft.
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42
NEW SKILL
At 2nd, 5th, and 8th level, you gain one new skill
(the skill need not be on your class list).
43
◆ Firstly, roll d66 to generate one bond for every two PCs. Eg for four PCs, roll up two bonds.
◆ If there are five PCs, roll one extra bond to link the left over PC to one other adventurer.
◆ Lastly, roll one final bond between two PCs who have no connection (directly or indirectly).
PARTY BONDS
11 Lone survivors of a battle 31 Sailing or riverboat voyage 51 Fought in a war
12 Childhood friends 32 In a Riot together 52 Captives for a brief time
13 Temple attendees 33 Prison cell mates 53 Grifters’ scam
14 Served in the town militia 34 Betrayed by an employer 54 Bouncers in a tavern
15 Caravan attack 35 Deceased teacher or mentor 55 Joint research task
16 Swore a common oath 36 Defenders in a siege 56 Saved people from a fire
21 Slaves to the same master 41 Plague lockdown survivors 61 Drinking buddies
22 Stole something for someone 42 Joint debt to someone/thing 62 Muscle for a crime boss
23 Borderlands patrol 43 Bodyguard duties 63 Bounty hunter job
Pit Fighters from the same Last members of a fallen Shared curse from the same
24 44 64
(or respected rival) faction mercenary company supernatural source
Befriended the same street Respected rivals on a job or Joined by fate or prophecy;
25 45 65
animal (gain a free Pet) in a particular interest you share a recurrent dream
26 Smuggling job 46 Expedition to find a lost ruin 66 Related (cousins, siblings, etc)
Muscle for
Caravan Attack Crime Boss
Prison
Cell Mates
44
45
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3-4 Fishing hook 27-28 Lockpicks If successful, you create 1d4 doses of a random
Poison (roll 1d10 on the Poison table) reflecting the
5-6 Trip wires 29-30 Spyglass ingredients available to you at the time. On a Great
Success you make 5 doses. On a Terrible Failure
7-8 Oil flask 31-32 Signal whistle you poison yourself; reduce your maximum Luck
by 1 point until the end of your next adventure.
9-10 Gemstone 30 sp 33-34 Bag of flour Alternatively, if you have a specific ingredient, you
might be able to create a particular poison (GM’s
11-12 Random Poison 35-36 Firepot
call).
13-14 Iron spike 37-38 Spice pouch
48
SECRET HISTORY
Reveal a secret background that no-one
suspected. Gain a related skill, and your
1 extra background might also prove useful
for skill related checks.
Gain a useful related contact who is a past
2 ally, owes you a favour, or has goals aligned
with yours.
Gain a powerful related benefactor whose
goals are consistent with your own, for
3 now. Your benefactor is willing to assist you
with significant resources, but will expect
favours in return.
SHIELDMAIDEN
If you are proficient in and using a shield,
1 gain +2 AC instead of +1.
After performing a shield punch attack, you
2 may spend a Reroll to avoid losing your
shield benefits.
You may use your shield to negate two
3 attacks instead of one before it is destroyed
(p.61).
49
(CrOssclass)
Gain a limited version of the Magic User Spellcraft vengeful
ability. Learn two spells (one random, one chosen).
You begin an adventure with two uses of this 1 While Wounded, gain +2 to attack rolls.
ability, and a DDM tally of 3.
While Wounded, increase your crit range by
2 2 points.
VoID CALLER
When you use magic (including items), you
may choose to trigger a DDM effect. Roll
1 1d100 to determine the nature of the effect,
and reduce your Luck by 1 point.
Instead of using sorcery, you may trigger a
DDM effect by spending an action to bleed
2 yourself (causes 1 Con loss). Roll 1d100 to
determine the nature of the effect, and
reduce your Luck by 1 point.
WEAPoNS TRAINING
Gain proficiency in one melee weapon or
1 one ranged weapon.
Gain proficiency in one melee and one
2 ranged weapon, or two melee weapons, or
two ranged weapons.
Gain proficiency in all melee and ranged
3 weapons.
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◆ At the GM’s option, being skilled might be a Level 4-6 Rerolls equal to 4.
precondition for a Great Success, turn a
Terrible Failure into an ordinary failure, or
Level 7-9 Rerolls equal to 5.
obviate the need to roll (ie automatic success).
RELEVANT REQUIRED
If an adventurer fails one of the below checks, or
vs does not obtain as favourable a result as they would
If a skill is relevant to an Attribute check, but not like, they may use a Reroll.
required, it will be noted in brackets, for example a
Str (Athletics) check. In the rare case where a skill ◆ Attribute Check If the PC has a relevant skill,
is required in order to even attempt the action, it or possibly background (see below), or when
will be noted in brackets with an asterisk (eg an Int attempting to activate a class ability (eg
(Apothecary*) check), or the GM decides such on making a Will check to activate the Monk’s
a case by case basis. The relevance or otherwise of Fork the River ability).
skills is always subject to GM discretion.
◆ Luck rolls.
The Skills table indicates which attribute(s) usually
pair with which skill. In some instances the GM ◆ Death saves.
might rule that a different attribute applies. Note
◆ Short Rest Willpower recovery checks.
that skill domains are not mutually exclusive and
some overlap. Wilderness Lore and Animal Lore
Only one Reroll may be used per action. If
might both apply to hunting for instance, and
advantage or disadvantage applies, only one of the
Athletics or Acrobatics to leaping across a pit. GMs
results are rerolled. Rerolls may sometimes be spent
are encouraged to modify the skill list to best suit
for other reasons, as noted in individual ability
their gaming preferences.
descriptions.
Designer’s Thoughts
The old Insight skill has been removed from the PC BackgroundS
skill list. Players must rely on their own intuition If an action is closely connected with a character’s
when deciding whether an NPC is being truthful or background, but isn’t a recognized skill, Rerolls may
not. While this undermines “Sherlock Holmes” like be available for that task (GM’s call). For example,
characters, overall we found the gameplay benefits a Roof Thatcher background might permit an Int
outweigh the drawbacks. reroll to identify weak points on rooftop.
52
Sleight of Picking pockets, palming, hiding small objects on your person or planting
DEX
Hand objects on others.
Hiding and moving silently. Often opposed by Perc (Detection). Navigating
Stealth DEX and operating ships (including airships if applicable), rafts, canoes, etc. Also
includes fishing and swimming.
Picking non-magical locks, setting and disarming non-magical traps.
Traps &
DEX Noticing traps is covered by Perc (Detection). Some traps might require the
Locks
character to be skilled in Traps & Locks to attempt a disarm.
CON Navigating and operating ships (including airships if applicable), rafts,
Watercraft or INT canoes, etc. Also includes fishing and swimming.
Wilderness INT
Wilderness survival, herbalism, foraging, hunting game, tracking. Might
Lore include some relevant non-magical monster lore (GM’s call).
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55
Peg Leg
A lower leg prosthetic to replace lost limbs beneath
the knee. With practice the subject will be able to
walk at the same speed as a normal humanoid. The
user suffers disadvantage on movement based Dex
checks, including Luck (Dex) saves. Advanced
56
57
58
1d12 NA 1d8+4
8 Great Hammer 30 sp Two handed. -2 Initiative penalty.
Blunt Trauma
+1 damage two handed.
9 Hammer, Heavy 1d10+2*
10 sp 1d8 NA Nat 19 alternative: push a short
10 Mace, Heavy Blunt Trauma distance or knock prone.
11 Hammer, Light 1d10* Nat 19 alternative: push a short
3 sp 1d6 Close
12 Mace, Light Blunt Trauma distance, or knock prone.
Must be mounted. Double damage
Impale, Push on a charge. On a Nat 19 knock
- Lance 8 sp 2d4+1 NA
or Prone prone, Impale (Blade Trauma #3),
or push a short distance.
1d8 NA 1d12
14 Rapier 15 sp +2 Initiative bonus.
Blade Trauma
1d12 +1 damage two handed.
15 Spear 3 sp 1d6+1 Far
Blade Trauma Second Rank weapon.
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60
ARMOUR
TYPE SUP TRAITS
Light
Com,
Leather, hide, 5 sp +1 AC. No penalties.
robes, etc. ANIMALS
Medium
+3 AC. -2 penalty on
Chain shirt, Unc, TYPE SUP COST TRAVEL
stealth and swimming
breastplate, 40 sp
related checks.
bone, etc.
Hunting Bird Rare 2d10+100 sp NA
+5 AC. As above plus
Heavy
-2 penalty on running,
Plate mail, Rare, War Dog Unc 2d10+10 sp NA
climbing, etc, related
chain mail, 100 sp
checks. Ignore negative
ring mail, etc.
Dex mod to AC.
Monkey Rare 2d10+30 sp NA
ShieldS
Donkey, 1d6+6 sp,
Shields cost 20 sp and provide +1 AC. If you are Com +1 Watch
wearing heavy armour and using a shield, do not Pony 1d10+20 sp
apply your Dex modifier to your AC. Once per Riding Horse, Com, 2d10+50 sp, +2 Watches
adventure, a PC may use a shield to negate a single Rare 5d20+300 sp p.134
War Horse
directional attack against them, be it a sword strike,
lightning bolt, or dragon bite. To use this ability, a
player simply declares that the shield negates the
hit or damage. The shield is destroyed in the VEHICLES & SHIPS
process. Magical and adamantine shields are not
destroyed but cannot be used again in this manner TYPE SUP COST TRAVEL
until repaired at a village or similar (at a cost of 50
sp). They continue to provide a +1 AC bonus. Carriage Unc 5d20+50 sp +1 Watch
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MASTERFoRGED ARMOUR
AC Boost Grants +1 AC (armour only).
Con check to convert critical hits
Anti Crit
into normal hits instead.
AoE Reduce damage from AoE effects
Defence by your level (before making a save).
The armour (not shields) may
Shield negate a single directional attack
Effect like an adamantine shield (p.61),
but reduce AC by 2 until repaired.
HP Boost Increase maximum hp by 3 points.
Exotic Dragon scales, Bulette chitin, etc.
Materials GM determines any benefits.
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KINDS OF CHECKS
Most uncertain actions are resolved through one of
the following rolls:
Attribute Checks
All attribute checks (Str, Dex, Con, Int, Will, Perc,
Cha, Init, Luck) are made with a 1d20 roll. If the
roll is equal to or under the attribute the action is
successful. Note attribute modifiers do not apply
to this roll. A natural 20 always fails, even if the
character’s attribute is 20 or more.
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RetrieS
Sometimes a player fails an attribute check and
wants to know if they can try again. The GM
decides this on a case by case basis. Generally
speaking, a retry is only permitted if the situation
changes in a favourable way. On the other hand, a
GM might allow retries to break down a door,
reasoning that the door grows weaker each time.
◆ PCs must take turns and cannot employ the
Designer’s Thoughts same course of action more than once (GM’s
The problem with frequent retries is they take risk call). Whilst perhaps not realistic, gameplay
out of the equation, making succeeding at a task wise this keeps everyone involved and
less satisfying. Sometimes adventurers simply fail at encourages creative approaches.
what they attempt to do. When this happens, it’s
time for the player to think outside the square and ◆ The GM decides whether the challenge level
find another way forward (or sideways). is Moderate (3), Hard (2), or Very Hard (1),
noted for example as “Moderate, 6S/3F”. An
MONTAGES “easy” challenge is better resolved as a single
attribute check rather than a Montage. If the
In some cases the GM might announce a Montage party accumulates failures equal to the
to resolve a time consuming challenge or ongoing indicated number before scoring six successes,
task in an abstract manner. Example scenarios that the objective is not achieved. Depending on
may suit include gathering information throughout the scenario, and the number of successes, the
a village, sneaking through a warehouse to avoid GM might allow partial or secondary success.
patrols, climbing a mountain, and so on.
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ACTIVITY
STATUS INTELLIGENT CREATURE OTHER CREATURES
Ambush, battling a person or creature, Ambush, battling a person or creature,
1 Threat dealing with a trap or environment dealing with a trap or environment
hazard, stand off, verbal altercation. hazard, stand off, mating contest.
Conversing, sporting activity, trading, Calls, howls or other vocalisations,
2 Socialising gambling, teaching, child rearing,
play fighting, mating rituals, teaching.
intimate relations.
Having a meal, cooking, preparing Having a meal, drinking from a
3 Eating food, drinking alcohol, drawing water puddle, pool or stream, dragging a
from a pool, stream or well. fresh kill, picking at bones.
Plying their trade, making repairs, Making or repairing a den, minding
4 Working gathering resources, trade expedition, eggs or offspring, teaching young,
performing services. gathering resources, keeping watch.
Hunting, passing by, exploring, on Hunting, exploring, marking territory,
5 Traveling patrol, messenger, trade expedition, patrolling feeding grounds, fleeing
escaping from someone or something. from danger, en route to elsewhere.
Sleeping, relaxing, reading, drawing, Sleeping, relaxing, recovering (eg
6 Resting recovering (eg hangover, injury, or injury, sickness, shock), waiting for
sickness), waiting for something. something (eg mate to return).
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1. Surprise The GM determines if one side or The GM decides when a Morale check is called for,
the other is entitled to a free round as a result and any modifiers that apply (eg a leader’s Cha
of surprise (p.81, eg an ambush). modifier). A single check typically covers all
monsters of the same kind, although the GM may
2. One Player Rolls for Initiative One PC rule that a Group check or individual checks are
makes an Initiative check to represent the required. Hirelings and pets are subject to Morale,
whole party: roll 1d20, aiming for equal or but PCs are not.
under their Initiative score (p.11). If the PC
succeeds, the party acts before the enemy. Possible events to trigger Morale checks include:
On a Great Success the PCs also act before
any Bosses and Heavies. If the PC fails, the ◆ When a leader is killed or incapacitated.
party acts after the enemy.
◆ When half of the NPC group are killed or
3. Resolve Turn. Each turn, characters take incapacitated.
one action and one move. The player that
rolled Initiative acts first for the PCs, then ◆ When intimidating sorcery is used against
remaining players in clockwise order. Note several allies successfully.
PCs can delay their turn, which effectively
means they can act in any order, but the If required, Morale checks are normally made at
default is clockwise to keep things moving. the end of a round. The GM may decide however
The GM decides the order of monsters. that a check is to be made immediately.
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Blocking an Area
A man sized character effectively blocks a Melee
area, and enemies cannot move through this space
without first removing the defender in some way.
Very large or small creatures might ignore blocking
(GM’s call).
Falling
A significant fall up to Close range inflicts 3d6
damage and a 1d12 Blunt Trauma roll (Luck (Dex)
save or Dex (Acrobatics*) check negates the trauma
roll only). Greater falls are adjudicated by the
referee, but cannot be mitigated by Acrobatics.
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i. Drop Something The leader accidentally drops something valuable (randomly determine
from the PC’s Battle Gear). For a large item, the PC notices such immediately. If a smaller
item, the GM decides whether the adventurer makes a Perc (Det) check to notice to loss
now or only after the chase ends. If the PC notices the loss, they may choose to drop out
of the chase to retrieve the item.
iv. Fall The leader must make a Dex (Acrobatics) check or trips and falls, suffering a setback
improvised by the GM (eg: falls down stairs, injured knee, damaged object, etc).
v. Hostile Third Party A random PC is beset by a hostile random encounter. The character
must make a Luck (Dex) save or drop out of the chase and deal with the random encounter.
vi. Lost A random PC is somehow separated from the party. The adventurer must make an
Int check or become lost (momentarily or otherwise) and drop out of the chase.
Burst of Speed If the party succeed on a Group Con (Athletics) check, they are inspired to dig
6
deep and put on a burst of speed, changing the gap by one length.
Dangerous Hazard The GM improvises a physical threat of some kind (eg: falling debris from an
7 upper storey window, hunting trap, dungeon deadfall, hostile giant bird). The leader must make
a Luck (Dex) save (or similar) or roll 1d12 on an appropriate Trauma table.
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Hidey Hole The quarry locate a viable hiding place. If the PCs are the quarry they make a Group
Dex (Stealth) check. If the PCs are the chasers they make a Group Perc (Detection) check. The
10
GM may impose modifiers based on distances, terrain, lighting, senses, and other circumstances.
If the quarry succeed they escape! If they fail they are caught. Either way the chase ends.
Third Party A single or small number of creatures impede the party’s progress in a non-violent
manner (eg: 1d6 beggars or guards, a drunk woodsman with log cart, 1d6 underground Rock
12 Grinders, 1d4 mischievous Sprites). One or more characters may (amongst other things) attempt
to persuade or intimidate the creature(s) to assist them (GM’s call). If the creature(s) is not
managed or bypassed, the opposing side changes the gap by 1d2 lengths.
Fell Vapours The GM improvises a gaseous or inhalation vector threat of some kind (eg: poison
13 vapours from an alchemist’s lab, carbon dioxide in deep tunnels, rising bog fumes, psychedelic
plant spores). 1d4 PCs must make a Luck (Con) save or roll 1d12 on the Toxin Trauma table.
Cross Paths A random chaser gets lucky with a shortcut and catches up to a random quarry
14 lagging behind (if feasible, otherwise reroll). Each character may make a single melee attack
against the other, or take some other action, before being separated again.
Split Up The party’s opponents split up into two groups of quarry or chasers respectively. If the
quarry split, they go in opposite directions, and the party must decide whether to focus on just one
15 group or also split themselves.This may require running an extra mini chase, if so the new mini
chase has the same number of remaining legs as the main chase and ends at the same time. If the
chasers split, half the NPCs are fatigued and drop out of the chase.
Major Obstruction The GM improvises a major physical obstruction of some kind (eg: busy
marketplace, slippery mud, spider webs, hail storm). If the characters cannot bypass or resolve the
17 major obstruction, the opposing side changes the gap by 1d2 lengths. In addition, a random PC
must make a Luck (Dex) save (or similar) or a tear in their pack causes a random piece of Pack
Gear to be lost (see Entry #5(i) for more details).
Burst of Speed The opposition is inspired to dig deep and put on a burst of speed, changing the
18 gap by two lengths! The party may choose to attempt a group Luck save to negate this event if
they wish.
All In! The whole party and up to the same number of characters from the opposing side, may
take an action to assist themselves or act against their opponents, provided each player declares
19 their action within a 5 second count down! The GM adjudicates what kinds of actions are
possible in the circumstances, but might include making ranged attacks, casting spells, attempting
to lasso a quarry, dropping caltrops, etc.
Hidey Hole As Entry #10 above, but after the chase ends, all PCs must make a Luck (Con) save
20
or be Fatigued.
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Picking a lock or disarming a trap usually takes Some abilities allow adventurers to take special
more than one action (even if only one check is actions or cause effects during other character’s
required), unless the GM determines otherwise. turns. Examples include Rescue Exploits and the
Bard’s Inspire Greatness ability.
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For a Minor Exploit to occur, the character must Major Exploits may affect more than one target
first hit and cause damage as normal. The player and can result in very serious and permanent
then declares the intended exploit, and the GM effects, including death. Subject to the rules below,
makes a ruling to resolve it. For example: they are limited only by the player’s imagination
and the scenario at hand.
◆ An opposed Str check to knock an opponent
off his feet, grab hold of him with one hand, ◆ Major Exploits do not increase hit point
drive him backwards a short distance, or damage to a single target, but might increase
throw him through a window. total damage by affecting multiple targets.
◆ An opposed Dex check to throw dirt in an ◆ Major Exploits cannot instantly kill or
opponent’s eyes, temporarily blinding them incapacitate a single target, unless the target’s
for one round. hit dice (HD) are equal to or less than the PC’s
level.
◆ An opposed Dex check (perhaps modified by
level) to disarm. ◆ The GM has the final say on whether a
proposed exploit is possible, taking into
Different GMs will make different rulings to suit account the character’s class and skills.
their table. The above are a guide only. If the exploit
is successful, the intended outcome occurs; the A Major Exploit usually requires the PC to:
target is tripped, or thrown through the window,
etc. The GM makes a ruling to determine the effect. 1. Roll attack & damage as normal (or make
other relevant tests, eg a riding test for a
While fighting some wolves, Kruncor attempts to horse based exploit).
throw one off a cliff. He rolls a 16 to hit, and causes
3 points of unarmed damage. The GM then calls 2. Declare the intended exploit. The GM
for an opposed Str check to determine whether the decides whether the exploit is possible.
wolf is flung over the edge.
3. Make a Luck check. The GM decides what
modifiers apply, if any.
If a Minor Exploit fails, the character may not
attempt any further Minor Exploits that combat. 4. If the Luck check succeeds the exploit
On a Terrible Failure, the GM improvises a special occurs, and the character’s Luck is reduced
penalty or setback. by one (as usual). The GM makes a ruling
to determine the effect.
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Blind Fatigued
A character loses 1 point of Con each time they
A Blind combatant suffers a 66% miss chance on become Fatigued. In addition, they are treated as
direct attacks, assuming they can narrow down the Encumbered until they get six hours sleep. Lost Con
target’s location by some means. If the target may be restored in the usual way. Characters that
cannot be located, no direct attack may be made. do not sleep suffer disad on all tests the next day,
Area attacks may be unaffected at the GM’s until they get at least six hours sleep.
discretion. Opponents that can see clearly gain
advantage on attacks against Blind targets.
Grabbed
Burning A Grabbed character cannot move from their
location without breaking the grab (opposed Str
A Burning character suffers 1d6 damage at the start check, no action).
of their turn. While burning, the character must
make a Will check to do anything other than spend
their action to put out the flames (automatic unless HelpleSS
GM decides otherwise). If rolling on the Injuries & A Helpless target is completely unable to defend
Setbacks table, Minor Scars become Nasty Scars themselves and may be killed with a single melee
instead. action (or perhaps ranged action, GM’s call).
Typical examples include sleeping, unconscious, or
Dazed trussed up head to toe with rope.
A Dazed character’s next action occurs last in the
initiative order. In addition, until their next action, Near Blind
they do not make a free attack when an opponent A character that is Near Blind suffers a 33% miss
fumbles or withdraws. chance on all attacks.
PrOne
A Prone character suffers a -2 penalty on melee
attack rolls, and melee opponents gain a +2 bonus.
Standing up from Prone costs a character’s Move,
unless they make a Luck (Dex) save, or other check
as the GM determines (eg Dex (Acrobatics*)).
Starving
A starving or dehydrated character loses 1 Str and
Con per day until death if either stat reaches zero.
Eating or drinking removes the condition. Lost Str
or Con may be restored in the usual way.
Stunned
A Stunned character loses their next action.
Wounded
A character at half hit points or below is Wounded.
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BLUNT TRAUMA
BLAST TRAUMA Blunt injuries and related setbacks are caused by
bludgeoning weapons such as hammers, fists, tail
Ragdoll The target is hurled away from whips, etc. Roll 1d12 unless instructed otherwise.
the blast (GM determines distance) and
1-2 falls prone. May stand at the end of their
next turn with a successful Str, Will, or BLUNT TRAUMA
Con check.
Concussion The target falls prone and is Prone & Winded Knocked to the ground
3 Stunned. Standing requires a successful and winded. Target may stand at the end
1 of their next turn with a successful Str,
Str, Will, or Con check.
Will, or Con check.
Structural Damage The target falls prone
and loses their next turn. Minor cover is Head Knock A head impact renders the
4 destroyed, and large chunks of structural 2 target Stunned. If wearing a helmet, PCs
material fall from the ceiling (Luck save may make a Luck (Con) save to negate.
or roll 1d10 on the Blunt Trauma table). Hurled Backwards The target is thrown
Destroyed Gear The target falls prone backwards (GM decides how far) and
3 falls prone. They drop whatever they
5 and loses their next turn. A random piece
of Battle Gear is destroyed. were holding at the point of impact.
Deafened Target falls prone and is Concussion The target’s skull gets
Stunned. Make a Luck (Con) save. On a hammered, causing 1d6 Int, Will, Cha or
6 4 Perc loss (if wearing a helmet, 1d2). The
success the target is deafened for 2d6
minutes. If failed the injury is permanent. target is also Stunned.
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After a furious battle the GM indicates the party ◆ All expended Rerolls are recovered.
may take a Short Rest. Kruncor is a 4th level Fighter
down to 6 hp from a maximum of 26. He rolls his ◆ All attribute loss is
two Will checks and succeeds on both. The player recovered (exc Luck).
chooses to restore (a) half of Kruncor’s lost hp (ie
+10 hp, new total 16 hp), and (b) one use of his ◆ Recover 1 point of Luck.
Adaptable ability. Battered and bloody, Kruncor
gives his companions a wry grin as he strikes
another torch. “C’mon you scobs, there’s more loot in
these tunnels yet!”
HEALER’S KIT
During a Short Rest, a PC may expend one use of
a Healer’s Kit to make an Int (Apothecary) check.
If successful, the patient converts one failed
recovery Will check into a success. A PC may only
treat one patient (inc themselves) per Short Rest.
OTHER GEAR
In addition to a Healer’s Kit, adventurers might
consider stocking up on Smelling Salts, Trollblood
Ointment, Poppy Milk, and Anti toxin draughts to
assist with hit point recovery, persistent injuries,
and poison effects respectively.
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Spell Limits
Magic is a powerful force, but there are some things
mortal sorcery cannot achieve. Amongst these are
teleportation, time travel, resurrection, and the
curing of Madness or Addiction.
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Divine rebuke
Dark Interference Roll on the Dark &
1-2 Dangerous Magic table.
Broken Icon Your holy symbol no
longer functions and appears tarnished,
3-4 cracked or faded. Atonement ends the
rebuke.
Mark of Shame A holy brand burns
itself onto your face, hand or chest,
5-6 clearly indicating your divine disfavour.
Atonement heals the brand overnight.
Divine Warning You are wracked by a
7-8 momentary heart attack (1d6 Con loss).
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Bending the Stone Utility Reshape a large volume of stone into another form.
7-8 Stone Shape
Beseech the Ancient Ones Divination Seek answers from inscrutable entities beyond the Veil.
9-10 Contact Other Plane
Blast of Frozen Ruin Unleash a blast of freezing ice. Targets may become
13-14 Combat
Cone of Cold semi-frozen at their location.
19-20 Conjure Entity Combat Conjure a dangerous entity from the Void.
Cradle of Formlessness Utility Turn into flying mist for a short time.
21-22 Gaseous Form
33-34 Flesh to Stone Combat Turn a creature into a statue, or reverse such.
Gabbling of the Jade Conjure an alien moon that causes onlookers to fall
35-36 Moon Confusion Combat
into madness.
Gaze of Beguilement Utility Enchant a humanoid to believe you are a trusted friend.
37-38 Charm Person
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Hunger for Blood Combat Gain a second attack for a short time.
47-48 Haste
Light of Soliri Utility Conjure sunlight to see by, harm undead, or blind a foe.
51-52 Light
Mask of Many Faces Utility Use illusion magic to look like another humanoid.
55-56 Disguise Self
Mend Flesh Healing Restore hit points or mend a persistent injury (p.83).
57-58 Cure Light Wounds
None Shall Pass Utility Magically seal a door, window, box, etc.
59-60 Wizard Lock
Pierce the Veil Utility Detect magic, veil echoes, and illusions.
65-66 Detect Magic
Sight Beyond Sight Divination Conjure a flying invisible eye you can see through.
77-78 Clairvoyance
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Sundering Sign Utility Open all nearby doors, locks, windows, etc.
85-86 Knock
87-88 Thrice Bound Curse Combat Render a target blind, mute, and deaf.
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Range: Close Freezing hoarfrost and ice blasts outward from you
Duration: Shaping up to 2d6 minutes, but the to fill a cone shaped area (up to Close sized at the
widest point; GM decides how many creatures are
effects are permanent.
affected). Targets suffer 1d6 damage per caster
You permanently shape stone up to the volume of level, on a Great Success roll damage with adv. A
a wagon into another form. The transformation Luck (Dex) save halves the damage, on a failed save
process might take a few seconds to a few minutes, the target is also quasi frozen, unable to move from
depending on the degree of detail involved. A rock their location (treat as Grabbed vs Str 13).
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GLIMPSE THE TRUE GODS The target of this spell gains one bonus attack when
they use their action to attack. On a Great Success,
Range: Far you may affect a second target. When the spell
Duration: 2d6 minutes ends, the target must make a Will check or is
compelled to drink from the skull of a dead enemy
This spell causes 1d4 creatures to flee in pure terror (if prevented from doing so, they go into a
(on a Great Success, roll 1d4+2). Creatures that murderous rage). If the Will check is a Terrible
succeed on a Luck (Will) save are unaffected. Failure the target also suffers a random Madness.
Consult the Bones to determine whether fleeing
creatures drop whatever they are holding.
INFUSE ANIMUS
HAND OF THE VOID Range: Touch
Duration: 2d6 rounds
Range: Close
Duration: 2d6 rounds You animate an object (max 1 HD per caster level,
use Animated Object stats p.170 as a guide) which
You conjure an invisible hand of force. The hand gains a degree of flexibility, enabling it to fight,
has Str, Dex, and Perc 7 (for throwing purposes), walk, slither, etc (GM decides Move rate). The
and may perform any relatively simple activity (the object follows your mental commands as part of
control is not fine enough to pick a mechanical your action. On a Great Success, you may animate
lock, for example). Directing the hand requires two objects (total HD must be your level or less).
your action. If the hand attacks with a weapon, When this spell ends, Consult the Bones (unlikely) to
apply your attack bonus (with Str or Perc 7). On a determine whether the animating spirit breaks free
Great Success, the hand has attributes of 14 and manifests uncontrolled for 1d4 minutes (roll
instead. 1d3: (i) Shade, (ii) Ghost, (iii) Wraith).
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ENCHANTMENT
Darkness On a hit, Luck (Will) save or
1 target is Near Blind until the end of their
next turn.
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RITUAL COMPONENTS
11 Legs of a Xornling. 31 Acid sack of a Fire Beetle. 51 Hooks of a Hookfurgle.
Gills of an Argosan
12 Wings of a Sprite. 32 Strangler.
52 Flower of a Vine Puppet.
Horn of an Abominable
13 Sap of a Flesh Eating Vine. 33 Mane of a Manticore. 53 Snow Beast.
Jar of Bone Cutter Ant
14 Brain of a Zombie. 34 A quart of Grey Ooze. 54 abdomens.
Larvae of a Flesh
21 Essence of Will o’ Wisp. 41 Heart of a Demon. 61 Burrower.
Half a pound of Yellow Tentacles of an Aberrant
22 Mould.
42 Terror. 62 Eye of a Cyclops.
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EXPERIENCE POINTS
The Experience Points method, also known as
“XP”, requires adventurers to gain a certain
number of xp before they progress to the next level.
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On a success, the potion is made, and the creator is Giant Strength Ettin marrow
drained 1 Con. Lost Con cannot be restored until
the end of the next Downtime period after the
potion has been consumed. To use a potion, see Glad Fortune Fairy tears
p.227.
Life Leeching Vampire teeth
SPECIAL INGREDIENT
Every magic potion requires a special ingredient Perfect Timing Sprite skull
that the PC must supply (generally some part of the
anatomy of a monstrous creature, which may need Phasing Form N’Tarc tentacles
to be preserved). The following table provides
suggestions, but as always GMs should tweak as Wings of the
desired. Monsters with qualities that are somehow Raven King
Giant Eagle beak
consistent with the potion theme are most
appropriate. Sever Arcarnum Urgozer heart
At the GM’s option, “greater monster” parts might Sharpened Senses Dragon tooth
substitute or boost lesser monster ingredients. For
example, using Dragon tongue in a Dragon Breath
potion (as opposed to Hell Hound lungs) might Sight Beyond Sight Hag eye
cause 10d10 damage instead of 10d6.
Spider Essence Giant Spider spinnerets
SPECIAL INGREDIENT Starmaiden’s Miracle Unicorn mane
A Wisp Unseen Will o’ Wisp essence
Transmogrification Surgat tail
Abrupt Diminution Xornling body
Towering Growth Giant spleen
Bestial Communion Dire Beast brain
One with the Deep Argosan Strangler gills
Borrowed Talent Doppelganger nails
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PERMANENT INJURIES
GM’s might permit adventurers with permanent
injuries, such as lost eyes or limbs, to reduce or
negate some or all related penalties after three
months of adaption training. For example, a fighter
with a missing eye might negate the 33% miss
chance after acclimatizing to one eye, or a rogue
with a peg leg reduce her movement penalties. The
GM decides these on a case by case basis.
Designer’s Thoughts
Persistent injuries are intended to make the game
more dangerous with longer term setbacks that are
not easily overcome (unlike lost hp or expended
class abilities). Even permanent injuries however
are not truly permanent; adventurers are expected
to adapt and overcome their losses as noted above.
Starting characters that happen to roll missing eyes
or limbs (using the Hireling tables) are assumed to
have already adapted to their injuries.
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MAGICAL reSearch
Roll 1d6 (i-ii) No new intel, (iii-iv)
Terrible False info, (v-vi) No new intel but
Failure an opposing agent gets wind of the
2d6 days of study, and costs 20 sp
PC’s inquiries.
per day. An Int (Arcane Lore*)
Roll 1d6 (i-iii) No new intel, (iv-vi) check is required, or the time and
Failure Minor
False information. silver is lost. Learning a spell from a
Research
If there is new information to be newly acquired scroll or spellbook
had, the PC learns at least some of (ie not an Old Magic Grimoire p.228)
Success is automatic and free.
it, or perhaps most of it, based on
the margin of success. 3d6 weeks of study, costs 100 sp per
If there is new information to be week, and requires an Int (Arcane
Major
Great had, the PC learns all of it. If Lore*) Great Success, or the time
Research
Success opposing agents are also making and silver is lost. Learning a spell
inquiries, the PC may hear about it. from an Old Magic Grimoire is free.
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Designer’s Thoughts
Note that Dungeon Events are not necessarily
adverse to the party; they just mean that something
interesting happens. Helpful clues and even allies
might be found, especially when using monster
Reaction and Activity rolls (p.66).
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TRAVEL EVENTS
OVERLAND UNDERGROUND VOYAGE
Freak weather change Roll Dangerous terrain must be A substantial weather change
for Weather (reroll 6s and 7s), passed through to stay the occurs. Roll 1d6:
and exaggerate the effect (eg course, avoid backtracking, etc
“wetter” means a sudden (unstable tunnel, pockets of (i) Perfect weather
downpour washing away gas, scalding steam pools, (ii) Storm
1 tracks). If the PCs press on magma flows, etc). At the (iii) Fog
GM’s option, some kind of (iv) Gale force winds
through difficult weather, a
check or Montage (Moderate (v) Severe Storm
Con (Athletics) check is
6S/3F) p.65 may be required (vi) Becalmed
required to avoid becoming to avoid 2d6 + level damage
Fatigued. per PC.
Off Course The party has strayed from their intended course and risks becoming lost in their hex (if
possible, otherwise reroll). A Montage p.65 is required to regain bearings (Moderate, 6S/3F). If
2 successful, the adventurers get back on track. If unsuccessful, they become lost: the GM rolls for a
Random Encounter, and the PCs must spend the next day trying to regain their bearings.
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7 A Random Encounter occurs. Roll for Reaction and Activity (p.66) if appropriate.
New Lore Travel is uneventful, providing ample time for study, contemplation, and the sharing of
8 stories. The GM provides a new rumour, myth, legend or other piece of lore to the party (ideally
something local, through a hireling or other NPC, but alternatively as something a PC now recalls).
Natural Wonder The party stumbles upon a natural wonder, fey sacred site, leyline, or other place
of special majesty or tranquility. If the adventurers spend a day resting here, one PC suffering
9 Madness may make a Luck (Will) save to remove it. This effect functions only once per character.
Random Encounters are unlikely here, but if so roll Reaction with advantage.
Other Travellers The party Other Travellers The party Other Sailors The party
encounters other travellers, roll encounters other travellers, roll encounters other travellers, roll
1d8: (i) 1d3 scouts, (ii-iii) 1d8: (i) 2d4 Skorn scouts, (ii-iii) 1d8: (i) a patrolling warship, (ii-
2d6+10 border guard, (iv) 3d6+8 dwarves on patrol, (iv) iii) merchant vessel, (iv) 2d6
10 merchant caravan, (v) 1d4+2 metal ore caravan heading for canoes or rafts, (v) a rival
rival adventurers, (vi) noble the surface, (v) 1d4+2 rival adventurers’ ship, (vi) raiders/
with entourage, (vii) 4d6+10 adventurers, (vi) 3d6 miners, pirate ship, (vii) 2d6 survivors
religious pilgrims, (viii) GM (vii) 2d6+5 cultists in a secret in a cast off lifeboat, (viii) GM
special. ceremony, (viii) GM special. special.
11 A Random Encounter occurs. Roll for Reaction and Activity (p.66) if appropriate.
Camaraderie The explorers’ travel is relatively uneventful, providing ample time to strengthen party
bonds. One player may choose to spin a tale or reveal a secret or other special detail about their
12 PC’s history (eg old deed, interesting locale, NPC encounter, memorable event, party bond, prior
adventure, etc; GM veto applies). If the table is entertained, each PC may choose to recover 1 Luck
or take a Short Rest. A PC may benefit from this event once per adventure only.
137
15 A Random Encounter occurs. Roll for Reaction and Activity (p.66) if appropriate.
Discovery As luck would have it, the company discovers or otherwise happens upon any secret
information about the current hex (if they have not already found it). If there is no such information,
16 they discover a monster Lair instead. Roll for a Random Encounter, but use Lair numbers for #
Appearing (p.162). Consult the Bones to determine whether one of the Lair’s outer sentries have
detected the PCs (depending on the circumstances, including mode of party travel).
Unfortunate Injury A random NPC (hireling, henchmen, other NPC) or animal (horse, mule, dog
etc) falls ill, lame, or suffers a Sprained Ankle (Entry #5 Injuries & Setbacks table). A Ranger Beast
Companion may choose to make a Luck (Con) save to resist. If there are no NPCs or animals in the
17 party, then a PC is affected (they may choose to resist like a Beast Companion). This will impact
company Travel Speed unless the injured character or animal can be assisted (p.134). Characters can
be helped with the Support Travel Role, the GM determines whether animals may be assisted.
Taxing Terrain Difficult and Taxing Terrain Difficult and Strange Waters Difficult and
unexpected terrain impedes the unexpected terrain impedes the unexpected waters or weather
explorers’ path (river crossing, explorers’ path (deep chasm, impede the ship’s progress
landslide, steep valley, ruined collapsed tunnel, viscous mud (violent storm, once a century
bridge, forest fire, etc). Progress pits, thick fungi forest, etc). currents, whirlpool, tsunami,
is slow and taxing, requiring a Progress is slow and taxing, pockets of rising sea gas, etc).
18 Montage (Hard, 6S/2F) p.65. requiring a Montage (Hard, Progress is slow and taxing,
If failed the party is Fatigued 6S/2F) p.65. If failed the party requiring a Montage (Hard,
and a random PC uses up or is Fatigued and a random PC 6S/2F) p.65. If failed all PCs
loses a piece of relevant gear (eg uses up or loses some relevant are Fatigued and a random PC
rope, climbing gear, rations, gear (eg rope, rations, climbing uses up or loses some relevant
and so on). gear, torches, anti toxin, etc). gear (eg rope, rations, climbing
gear, rations, anti toxin, etc).
19 A Random Encounter occurs. Roll for Reaction and Activity (p.66) if appropriate.
Perfect Campsite The company has a chance to locate the perfect Safe Harbour The crew have a
campsite, providing comfort and safety in equal measure. A Perc chance to locate the perfect
(Wilderness Lore*) check is required. On a success, all PCs harbour, providing comfort and
20 restore 1d3 lost attribute points, one Reroll, or one point of Luck safety in equal measure. A Perc
(once per adventure only). (Watercraft*) check is needed,
otherwise as Perfect Campsite.
138
139
140
141
142
143
JUNGLES
Poison Poisonous vines or mind altering
fungi spores cause all travellers 1d10 damage
1 and inflict a random Madness for 2d4 days. A
Luck (Con) save resists.
Insects A cloud of biting insects carries a rare
disease. The adventurers must make a Luck
(Con) save or suffer Weeping Limbs disease,
2 causing nails to emit yellow puss and flake
off (2d4 Dex loss over 1d3 days). An
apothecary with the right healing herbs might
be able to cure or delay the disease.
Pit Pit traps with spikes, set by cannibals or
territorial Skorn, causing 3d6 damage.
3 Alternatively tree snares suspend travellers 6
ft in the air. A Luck (Dex) save resists.
144
145
146
147
148
149
14
Holes A Bulette is hunting here, evidenced by
6 ft wide holes scattered across the region (the ROadS & trailS
tunnels have collapsed in on themselves). Cart A broken down cart, filled with
firewood and other timber. Two elderly
wagoners (Orson, Rugert) ask for help to
1 mend the axle and get them back on the road.
The wagoners have lived in the region many
years, and might have useful information.
Visitors 2d6 wealthy tourists visiting from
the neighbouring towns and villages. They
2 are accompanied by 4d6 guards. They are in
good spirits and happy to share stories with
other travellers.
Crow Cage A thief named Beth is locked in a
crow cage dying of starvation. She pleads
3 with the travellers to release her, in return for
a service or valuable information.
Patrol 4d6 local Soldiers or militia on patrol.
4 They don’t suffer cheek.
Caravan A merchant caravan protected by
5d6 guards. Roll 1d8 (i) cloth, (ii) wine, (iii)
5 foodstuffs, (iv) oil, (v) trinkets or art, (vi)
tools, (vii) wheat, (iv) iron.
Pilgrims 4d6 pilgrims making their way to a
6 near (or far) shrine or temple.
150
151
152
SWAMPS
Quicksand! The lead traveller must make a
1 Luck (Dex) save or be sucked underwater,
losing 1d3 Con in the scramble to escape.
Scales A gigantic, half submerged dragon
skeleton lies in the water. Although ancient
and highly decomposed, a handful of scales
2 remain intact, and could be worked into a
shield, breastplate, or helmet (any special
properties at the GM’s discretion).
Bog Fumes Each traveller must make a Luck
3 (Con) save or suffer 1d6 damage and a
random Madness (lasts 1d4 months). Crocs 2d4 Giant Crocodiles lie in ambush,
Stirges 3d10 ravenous Stirges descend on the 10 fully submerged in the filthy swamp water but
4 party in a buzzing swarm. for their nostrils.
Chest An ancient mangrove tree has carvings Nest A nest of 1d6 Giant Serpents can be
of capering, demonic frogmen lording over found nearby, including 1d4 baby serpents
humans. Roots have merged with an oaken and 1d4 unhatched eggs the size of a man’s
11 hand (worth 1d4 x 100 sp each to the right
5 chest (1 x Valuables B), sealing it shut. Consult
the Bones to find out if 2d4+1 Swamp Sprites buyer). The serpents will defend their brood
are nearby the sacred ground, preparing to at all costs.
enact loathsome rituals. Trolls 1d12 Moor Trolls wander these fens,
Vermin 5d4 Projectile Leeches lurking within searching for sentient flesh to feast upon.
6 shallow pools (50%), or concealed in bracken 12 When pickings are scarce, they go into a state
are 2d12 Giant Centipedes (50%). of dormancy and sink beneath the watery
Refuse A 10 ft wide pile of green brown mud, waiting for prey to rouse them.
refuse sits in the middle of a dark pool. Snails 1d4 Hammer Snails come surging out
Careful inspection of the pile reveals a of a wide thicket of bracken, crowberry or
7 13 scattered birch trees, gliding towards the
number of shiny objects within. Anyone
approaching might notice ripples in the party with a sickening slurping noise.
water, or tremors from the pile itself. Eels 2d6 amphibious Giant Eels (as Giant
Hut A wooden hut stands elevated on stilts Serpent but Swim Close, and electric shock
within a bog cluttered moor. Smoke rises (Luck (Con) save or Stunned instead of
14 poison) emerge from dank, clouded pools,
8 from a small chimney, and light flickers
behind a set of shutters. The insects here are hoping to take a bite out of the adventurers
eerily silent. before fleeing back into the muck.
Stinging insect swarm. Each adventurer must Treants A grove of 1d4 Bloodroot Treants are
make a Luck (Con) save or contract Febrile masquerading as bald cypress trees. They
Rot, a feverish wasting disease, suffering 1d4 15 attempt to drown passers-by in shallow pools.
9 Str loss each day (save each morning to end). Their scarlet stained roots might tip off the
An apothecary might be able to cure the wary.
disease with the right healing herbs.
153
154
155
naMeS
1-2 Erik 21-22 Pax (n,f) 41-42 Jugath (t) 61-62 Ettore (k) 81-82 Wick
3-4 Brigley 23-24 Herotta (v,f) 43-44 Merek 63-64 Sula (t,f) 83-84 Carver
5-6 Gorath 25-26 Donoso (k) 45-46 Thea (f) 65-66 Crowe 85-86 Avenius (n)
7-8 Numitor (n) 27-28 Grubar (t) 47-48 Corvex (n) 67-68 Terrin 87-88 Arnolf (v)
9-10 Maarika (v,f) 29-30 Vance 49-50 Sigfurd (v) 69-70 Brogen 89-90 Garcilo (k)
11-12 Costana (k,f) 31-32 Carter 51-52 Falker 71-72 Iovis (n,f) 91-92 Orok (t)
13-14 Krul (t) 33-34 Daria (f) 53-54 Boris 73-74 Luta (v,f) 93-94 Yaness (f)
15-16 Robek 35-36 Ferox (n) 55-56 Gorven 75-76 Mercado (k) 95-96 Dain
17-18 Torin 37-38 Yorri (v) 57-58 Sertus (n) 77-78 Hothra (t,f) 97-98 Tybalt
19-20 Eloise (f) 39-40 Marente (k) 59-60 Lagertha (v,f) 79-80 Ayleth (f) 99-00 Ruen
156
157
158
159
8
employ when back in civilization. He bad
mouths them in taverns, etc, marring their SyMptOMS Of MadneSS
reputation amongst commoners and When a character’s sanity is threatened, a Luck
merchants. (Will) save is usually permitted to resist. On a
failure the adventurer develops one or more
Thievery The hireling tries to steal
symptoms of Madness. The table below provides a
9 something valuable from the PC (maybe
range of examples, leaving the GM and/or player
some silver, a trinket, a gem, etc).
free to elaborate on the details and cause.
Betrayed The hireling leaves the party’s
10 employ, and betrays them to a known
enemy (if not impossible). Acute EpiSOdeS
As a rule of thumb, an adventurer’s Madness
Sabotage The hireling sabotages the PC’s
should manifest an acute episode at least once per
11 gear in some way (frays climbing rope,
adventure (more if the PC has multiple Madness
holes in waterskin, greases sword hilt, etc).
symptoms; GM’s call). Players will often be able to
Murder The hireling actively seeks to improvise their own issues via roleplaying (and gain
arrange the PC’s injury or death. Eg a non- social xp, p.115), but in some cases the GM might
combatant might fail to pass on critical like to impose a specific complication. Luck saves or
12 information, or lead the PC into an attribute checks may be permitted to resist or
ambush. A mercenary might slit the PC’s mitigate the severity of an episode (GM’s call).
throat while on sentry duty, switch sides
during a desperate melee, etc.
Curing MadneSS
Madness cannot be cured by magic, but can be
removed by spending time in Recovery during
Downtime, see p.124.
160
161
162
HD AC DMG LK MONSTERS BY HD
Bat, Bird, Cat, Goblin, Kobold, Man Eating Monkey, Rat (Giant),
<1 11 1d6 3
Snake, Sprite, Stirge, Xornling.
Animated Sword, Bandit, Berserker, Cultist, Dog, Dwarf, Elf, Flesh
1 11 1d8 4 Eating Vines, Guard, Human, Leech (Projectile), Shrieker, Skeleton,
Skratt, Urgot, Wolf.
Animated Armour, Ant (Giant, Worker), Bat (Dire), Centaur,
Centipede (Giant), Gnoll, Green Slime, Horse, Rat (Dire), Rat
2 12 1d8 5 Swarm, Rust Monster, Serpentman (Hraarsk), Skorn, Spider
(Giant), Will o’ Wisp, Zombie (Walker).
Animated Rug, Ant (Giant, Soldier), Ape, Boar, Bugbear, Eagle
(Giant), Feathered Maw, Gargoyle, Ghoul, Harpy, Imp, Lizard
3 12 1d10 6 (Giant), Merscine, Raptor, Shark, Skinless Terror, Snake (Winged),
Wererat, Wolf (Dire), Worm (Plague), Urgozer, Yellow Mould,
Zombie (Brain Eater).
Animated Table, Ant (Bone Cutter), Assassin, Bear, Champion,
Cockatrice, Doppelganger, Fire Beetle, Gelatinous Cube, Griffon,
4 13 2d6 7 Hell Hound, Mob, Ogre, Ogre Skeleton, Scroach, Shade, Toad
(Giant), Tiger.
Basartu, Chuul, Elemental (Minor), Hammer Snail, Rhino, Shark
5 13 2d6 8 (Giant), Sorcerer, Mimic, Minotaur, N’Tarc, Ooze (Sentient),
Serpent (Giant), Wasp (Giant), Wight.
Animated Wardrobe, Ant (Giant, Queen), Crocodile (Giant), Hag,
6 14 2d8 8 Ooze (Grey), Owlbear, Rock Grinder, Scorpion (Giant),
Serpentman (Ssurlock), Werewolf, Wraith, Xarrox, Zombie Swarm.
Banshee, Cyclops, Golem (Flesh), Manticore, Mummy, Ogre Mage,
7 14 2d8 9 Spectre, Surgat, Tiger (Sabretooth), Troll, Vine Puppet, Worm
(Frost), Yegnu.
Gibbering Terror, Ghost, Giant (Hill), Gmorsha, Invisible Stalker,
8 14 2d8 9
Medusa, Ochre Jelly.
Basilisk, Bulette, Elemental, Ettin, Golem (Crystal), Lake Wyrm,
9-10 15 2d10 10 Serpentman (Razkarrt), Slop Gorger, Tentacle Spawn, Vampire,
Werebear, Zombie (Giant).
Ankylosaurus, Bloodroot Treant, Eye Terror, Giant (Frost), Golem
11-12 16 3d8 12
(Stone), Mammoth, Roper, Spider (Giant, Nest Mother).
163
HEAVy
A Heavy is an extra strong example of an enemy
type, but something less than a full Boss. They have
superior equipment as well as the following traits:
164
7
Triple Threat May use any weapon or IMMUNITY TO NON
armour. Also annoyingly good looking.
MAGICAL WEAPONS
Sentinel Contrary to the usual rules, this Immunity to non magical weapons includes natural
8 NPC may attempt one Rescue per attacks. At the GM’s option, very large creatures,
adventure. Bosses, Heavies, and monsters with a supernatural
Infamous Beheads or otherwise ensures bent bypass this immunity.
defeated foes are definitely dead. If a PC is
9 reduced to zero hp, the body must be
recovered before the Heavy’s next action or
the adventurer dies!
Shield Master May use a shield, and can
10 negate up to two attacks before the shield
requires repair.
Ruinous Corruption Roll on the Dark &
11 Dangerous Magic table, entry #99 or 100
(even chance).
Mercurial Never grants enemies a free
attack due to movement, and once per
12 combat may turn an enemy’s hit into a
miss.
Auspicious Once per combat, after the
character attempts an action, may reroll any
13 single die (eg attack or damage roll, save, Str
check to grapple, etc).
165
Incorporeal Regeneration
Incorporeal creatures are visible but intangible, able Creatures with Regeneration instantly heal the
to fly and pass through objects and creatures like a indicated amount of hp at the end of the round. If
human moves through water. They are immune to damaged with the nominated attack type however,
non magical weapons, excluding cold iron. any regen is suspended that round. Regen usually
ceases to function if the creature is reduced to zero
LycanthrOpeS hp (especially if dismembered, burnt, or buried).
DIRE ANIMAL
APE #2d6 AC 11 HD 3+4 Fists (2) 1d6+2 Nat 19
Bear hug: Luck (Con) save or Broken Ribs S19 D13
C15 I3 P10 W13 Ch8 L6. Climb Close. Reac 2-4 Dire creatures are beasts corrupted by rifts in the
Hostile 5-6 Destructive 7-9 Cautious 10-12 Curious. Veil or cursed by demons or other malevolent
forces. To apply the Dire template to an animal:
BIRD ◆ Increase AC and HD by 2.
A trained eagle, falcon, owl, raven or other medium
to large sized bird. Might also cover very large bats ◆ Increase damage by two dice categories (eg d4
(add echolocation). becomes d8, max d12).
BIRD #1 AC 14 HD 1d6 hp Rake 1d4+1 Nat 19 ◆ Reac is typically 2-7 Hostile, 8-10 Aggressive,
Bloody eyes: target Blind until end of their next 11-12 Cautious.
turn S5 D16 C8 I2 P16 W10 Ch8 L5. Fly Very Far.
Adv on sight based perception. Reac 2-5 Fly away ◆ Create a special ability to delight, perplex and
6-8 Nervous 9-10 Cautious 11 Curious 12 Friendly. perhaps terrorize your PCs, or roll on the
Urgot mutation table (p.198).
BEAR
Large bears stand up to 9 ft tall, weigh more than a
1,500 pounds, and can climb trees. Be afraid.
BOAR
Wild Boars are notoriously aggressive and go into a
bestial fury when injured.
167
168
169
170
BULETTE
Bulettes are 12 ft burrowing quadrupeds covered in
slick chitin. Their armoured head is beak shaped to
assist in tunneling, their jaws filled with a ridiculous
number of teeth. They burst up from the earth,
taking their prey by surprise before dragging them
underground to devour.
171
DEMON, BALOR
Balors resemble 20 ft minotaurs with dragon wings,
wreathed in smoke and flame, bearing a wicked
blade and white hot lash. They are among the most
powerful and cunning of all demon kind, second
only to the Demon Princes themselves.
172
DEMON, GMORSHA
Gmorsha are 10 ft tall daemons of mud like
consistency, with humanoid, skeletal upper bodies.
They may transform to masquerade as an object,
from as small as a dagger to as large as a door (the
object does not actually work, other than basic
moving parts).
173
DEMON, MALAFAS
Malafas are two headed, 12 ft tall infernal giants
with tentacle arms. They may transform into any
humanoid form, from a small child to a seven foot
man.
DEMON, SURGAt
Surgat are 5 ft, bipedal flesh sacks with a tri pronged
maw and spike whip tail. They may spend an action
to transform into an ordinary animal, from as small
as a mouse to as large as a horse.
174
RAPTOR
Raptors are 7 ft bipedal predators that hunt in packs.
They display intelligence similar to a smart dog.
TRICERATOPS
Triceratops are 30 ft long and weigh 10 tonnes,
sporting three horns and a protective neck plate.
Whilst herbivores, they are fierce defenders of their
herd and territory.
DOPPELGANGER
TRICERATOPS #1d6 AC 16 HD 16 Horns The Doppelganger is a predatory Veil entity able to
3d8+2 Nat 19 Skewered: Luck (Dex) save or magically assume the physical form (including
reduced to zero hp S21 D9 C21 I3 P10 W12 Ch9 clothing and gear) of any humanoid they have
L16. Reac 2-4 Angry 5-7 Uncertain 8-10 Curious touched. Complementing their physical disguise,
11-12 Friendly. they may subtlety skim the surface thoughts of any
intelligent being within Close range, assisting them
to answer queries the questioner already knows the
answer to.
175
176
ELEMENTAL, FIRE
Fire Elementals rake their opponents with searing
claws or roast them with flames. They shed light
according to their size and cause flammable
materials to ignite (houses, trees, PCs, etc).
ELEMENTAL, WATER
Water Elementals batter and beat their opponents
with their wave like form, trapping foes within their
bodies to drown them.
177
178
GHOUL
Ghouls are intelligent Undead pack hunters that
sustain their unnatural existence on a diet of
corpses. Their touch carries powerful necromantic
energy that paralyses their victim. Ghouls will
sometimes make an opportunistic retreat with a
paralysed adventurer in tow, scampering back to
their hidden lair before engaging in a feeding
frenzy.
179
180
GOLEM, STONE
Stone golems are 12 ft statues that move in a
robotic, grinding fashion.
GREEN SLIME
Green Slime is an immobile, predatory amoeba. It
detects body heat and attacks by dropping onto
moving targets from above, or flinging blobs of
goop. Any metal or organic substance Green Slime
touches transforms into more Green Slime. If a limb
or object becomes slime, it attaches to the host and
spreads each round, transforming more of the
victim.
181
HARPY
Harpies have the upper body of a human female
with the legs and wings of a vulture. Their song is
an unnatural charm that compels victims to move
towards them in an entranced state - even going so
far as to jump into water to swim or leaping from
cliffs (to their death).
182
HUMANS
Humans make up a great variety of opponents.
Some examples are provided below.
HUMAN, ARCHER
Archers generally have one or two quivers of arrows
and a backup shortsword.
183
HYDRA
The Hydra is a 30 ft long reptilian quadruped with
nine serpentine heads that grow back if severed.
They commonly lair in large caves, forest burrows
and swamplands. They are notoriously vicious,
often toying with their prey before devouring them.
184
LEECH, PROJECtILE
Projectile Leeches are one foot rubbery blood suckers
that launch themselves through the air to attack.
Their rubbery hides are impervious to most blunt
force. They react poorly to salt, fire, and acid.
185
MANtICORE
Manticores have the body of a great cat, dragon like
wings, a tusked humanoid head, and a tail armed
with projectile spines. They often lair on high cliffs,
riding the mountain winds to hunt. Manticores are
generally of low intellect, but some have the
capacity to speak.
186
187
MUMMY
Mummies are the classic bandage wrapped Undead
of popular fiction. They are susceptible to fire, have
no real intelligence, and simply follow the orders of
their long dead creator. Their touch carries the
dreaded curse Mummy Rot.
N’TARC
N’tarc, or flesh harvesters are approx 8 ft tall
MINOTAUR #1d8 AC 15 HD 5+4 Axe 2d8 Nat
aberrants with bulbous, pufferfish like heads and
19-20 Blade Trauma (1d8+4) S19 D14 C19 I6 P14
beaked, toothy jaws. They float with unnatural
W15 Ch7 L8. Charge (1) Move Far, as Axe + Blade
locomotion, folding space to jerkily slip from one
Trauma (1d8+4) Reac 2-5 Enraged 6-8 Ravenous
place to another, long mucus covered tentacles
9-10 Aggressive 11-12 Boisterous.
caressing the ground as they pass.
INFERNAL MINOTAUR #1 AC 15 HD 5+4 Axe
N’tarc bend space and time in ways humans cannot
2d8 Nat 19-20 Blade Trauma (1d8+4) S19 D14 C19
understand, and in their home dimension age
I6 P14 W15 Ch7 L8. Immune to non magical
slower than the fey. In the material world however,
weapons (excluding cold iron, holy water). Magic
they decay rapidly and die within a few short
Resistance 33%. Roar (1) as Glimpse the True Gods
decades. Their objective is therefore highly time
(Great Success). Reac 2-8 Hostile 9-12 Malevolent.
sensitive; few harvesters wish to remain in the
world longer than necessary.
MONKEY, MAN EATING
Man Eating Monkeys are 3 ft tall, agile primates On the verge of extinction, the last N’Tarc are
with elongated teeth, extendable jaws and ferocious unable to reproduce, stretching their lifespans by
tempers. They are clever pack hunters, using hoots, replacing failing organs with those of compatible
howls, and sign language to communicate. While organisms (one being humans). Driven by this
stalking their prey, Man Eating Monkeys take to the fundamental imperative, small bands roam the
high branches to keep out of sight, dropping down universe seeking humans to discreetly harvest.
to ambush their meal as they sleep. For Man Eating
Apes, see the Owlbear entry.
188
OGRE
Ogres are nine foot tall lesser giants; powerfully
built, brutish man eaters with elongated canines
and pointed ears. They are of low intelligence,
vicious, and easy to anger.
189
OWLBEAR
Owlbears have the body of a bulky 10 ft bear and the
head of an owl, including a powerful lacerated
beak. Notorious as foul tempered, blood thirsty
beasts, they quickly become enraged if challenged,
inconvenienced, or looked at the wrong way.
190
RAT, GIANT
Giant Rats are about the size of a large cat. They are
often found in sewers and lurking in forests nearby
civilization. Consult the Bones (likely) to determine
whether they carry a random disease.
ROC
Rocs are dragon sized, predatory avians with a
hawk or vulture like appearance and shape. They
are large enough to carry away elephants, wagons,
small boats, and other very large prey. They nest in
the highest, most remote mountain ranges, and
prefer to feed their chicks live meals where possible.
Nests will often have a partner and 1d4 eggs or
hatchlings.
191
SERPENT, GIANT
Giant Serpents vary in size and colour but are
generally 8 to 12 ft long and one or two feet thick at
their widest point. Their oversized heads have
dislocating jaws and fangs laced with venom.
192
SSURLOC
Ssurlocs are 8 ft tall hybrids, half humanoid, half
serpent, devoid of empathy and utterly loyal to the
serpentmen cause. Their venom causes a potent
paralytic effect. If using a weapon, Ssurlocs coat
their weapons with their poison.
193
SHADE #2d6 AC 12 HD 4 Touch 1d6+1 + 1d2 Str SHRIEKER #2d6 AC 10 HD 1 Special Nat 19
loss Nat 19 Luck save or weapon or armour is Shrieks even louder! S10 D4 C8 I2 P13 W7 Ch4
turned to shadow S- D16 C- I10 P13 W10 Ch7 L7. L4. Immobile. Reac Shrieks!
Move Far. Incorporeal Undead. Immune to non
magical weapons (excluding cold iron, holy water).
A victim reduced to zero Str is instantly slain, and
rises as a Shade next midnight. Reac 2-12 Hostile.
SHRIEKER TRAITS
Poison Puff Melee range, 1d8 damage,
1 Luck (Con) save resists. Once per hour.
Stem Slap Capable of a bludgeoning attack
2 (+1/as Club).
Spore Scream Close range, 1d4 Int loss,
3 Luck (Will) save resists. Once per hour.
Fungi Grubs As Flesh Grubs (p.131) but
4 they burrow for the brain and cause a
random Madness instead of death.
Cap Capture Engulfs Melee target, which
5 begins suffocating. Str contest (action) to
break free (apply disad after first attempt).
Toxic Skin Covered in fine toxic powder,
6 causes 1d6 damage if touched.
SKELETON
Skeletons are magically animated Undead that
unerringly follow the last orders of their creator,
even if their master has long since passed. They
have no personalities as such and are more
automaton than creature. Skeletons are impervious
to piercing damage from arrows, javelins, and
similar weapons. They make excellent guardians,
with no need for food, sleep or shelter. The magic
that sustains a skeleton can last centuries, if not
millennia.
194
SKRATT
Skratt are 5 ft tall rat like humanoids with rodent
heads, furred bodies, and bald tails. They move on
two or four limbs, communicating in low chirps,
high chitters and aggressive hisses, baring yellowed
fangs when threatened. Like most vermin, the
ratmen are disease laden, skulking scavengers, SLOP GORGER #1 AC 13 HD 9+2 Bite 3d4 and
careful to avoid physical danger unless necessary. Tentacles (3) 1d8+1 Nat 19 Grabbed and Blunt
Once engaged however the ratmen fight with Trauma (1d8+4), Luck (Dex) save negates S19 D8
desperate fury, exploiting any obvious weakness in C17 I3 P10 W9 Ch3 L10, Swim Far. After combat,
their foe. Skratt take no prisoners, and leave no anyone injured must make a Luck (Con) save or
survivors, preferring to eat slain enemies whenever suffer a disease. Reac 2-5 Violent 6-8 Ravenous 9-10
possible (whilst technically omnivores, they prefer Probing 11-12 Unconcerned.
carrion).
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196
tENTACLE SPAWN
Tentacle Spawn are oily skinned, psionic humanoids
with octopus like heads from another planet or
dimension. Their motives are inscrutable but they
are intelligent and exist on a steady diet of brains.
They are subterranean in nature and become
severely disorientated if exposed to wide open TREANT, BLOODROOt
spaces. Tentacle Spawns attack with psychic powers
or by burrowing their tendrils into an opponent’s Bloodroot Treants are sentient, 20 ft tall animated
skull. trees corrupted by great evil. Unlike the peaceable
tree whisperers, these hardwoods hunger for flesh
TENTACLE SPAWN #1 or 1d4 (pod) AC 13 HD and blood rather than earth and stream. Bloodroots
10+2 Tentacles (2) 1d8 + Special Nat 19 Mind look like any normal tree until they attack,
Lash: target Stunned S13 D16 C14 I19 P19 W19 battering their foes with powerful limbs before
Ch15 L10. If both tentacles hit, Luck (Con) save or digging them down into the earth and rooting
target dies on the Spawn’s next turn unless the two themselves atop the still warm corpse. Bloodroots
are somehow separated. Psychic Blast (recharge are unintelligent and incapable of speech, but do
30%) Close range, Melee Area: Stunned, 1d6 Int use leaf rustling to communicate very basic
loss and random Madness (Luck (Will) save negates concepts to each other. They are particularly
the Stun and Madness, and halves the Int loss).
susceptible to fire and will retreat from forest fires
Spell like Psionics (6) Strange Joining, Crush of the
Warp, Gaze of Beguilement, Brain Burst, Hand of the and other very large blazes.
Void, Psychic Force Reac 2-6 Hungry for brains 7-9
Treacherous 10-12 Fascinated.
tOAD, GIANt
Giant Toads are about 5 ft tall but are much bulkier
than a man, with lumpy skin and an enormous
mouth. Their colouration runs the gamut and in
large numbers their croaking calls can be deafening.
As tadpoles they are herbivores, but grow to
become carnivores as adults, feeding on fish,
animals, and barbarians alike.
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MUTATIONS
Bulbous Brain The Urgots’ Disturbing
1 Moan also inflicts Brain Burst.
Hooks for Hands Drawn out forelimbs end
2 in wicked hooks, 1d6+4 damage.
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WILL o’ WISP
Will o’ Wisps are malicious, translucent spheres of
eerie light that hunt in remote wilderness, luring
travellers to their deaths. They are Undead, some
say the vestiges of souls who died frightful deaths
alone in the wilds. Wisps may brighten or dim their
luminescence, and change shape to appear as
groups of lights, shimmering pools, or glowing
creatures. They commonly inhabit swamps, high
moors, and dark forests. Very old Wisps manifest
illusions (Shadows & Dust (GS), Very Far range).
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WORM, FROST
Frost Worms are armour plated, 15 ft predators with
segmented jaws, found in freezing climes of ice and
snow (typically high mountain peaks and glaciers).
They hunt for flesh in small groups, detecting their
prey through a combination of smell, tremor sense WRAITH
and echolocation. Wraiths are most commonly encountered as thralls
to their Spectre master. They may shift between
FROST WORM #2d4 AC 15 HD 7 Bite 2d8 Nat Incorporeal and physical form, but physical
19 Blade Trauma (1d10+2) S19 D10 C15 I3 P8 manifestation causes them great pain and they do
W14 Ch4 L9, Burrow Close. Frost Breath (1) so only for short periods. Wraiths are often armed
Close range, target suffers 6d6 damage and Grabbed with ghostly weapons that sap the will of the living.
(Luck (Con) save for half). Reac 2-6 Hostile 7-9
Hungry 10-12 Cautious. WRAITH #1d6 AC 14 HD 6 Ghostly Sword 1d12
+ 1d4 Will loss Nat 19 Veil Conduit: targets rolls
WORM, PLAGUE for a DDM effect S- D17 C- I10 P13 W12 Ch7 L8.
Plague Worms are 8 ft chitinous worms that burrow Undead. May switch between Incorporeal and
through rock and soil, their skin coated in a slick, physical form (action). Creatures drained to zero
disease laden fungus that imparts Greyscale Blight Will die instantly with a pitiable shriek. Reac 2-8
(p.131). Their diet consists of smaller annelids and Violent 9-10 Hateful 11-12 Envious.
other creatures they happen upon. In times of
scarcity, the worms fall into a dormant state, WYVERN
subsisting on tiny organisms in the earth. Plague Wyverns are 30 ft, two-legged quasi dragons, with
Worms are nomadic but will linger near places of horned skulls and fore claws attached to their
food, such as underground cities. wings. They have a bestial intellect, low cunning,
and a deadly tail stinger.
PLAGUE WORM #1d6 AC 17 HD 3 Batter
1d10+1 Nat 19 Blunt Trauma (1d10+2), Luck (Dex) WYVERN #1d4 AC 17 HD 13 Bite 2d8 and Sting
save negates S17 D10 C13 I3 P10 W10 Ch5 L6, 1d6+2 + Poison: Luck (Con) save or reduced to
Burrow Close. After combat, anyone injured must zero hp (if save, 20 damage) Nat 19-20 Blade
make a Luck (Con) save or suffer Greyscale Blight. Trauma (1d6+6) S22 D16 C20 I3 P15 W14 Ch7
Reac 2-8 Ravenous 9-12 Sated. L13, Fly Far. Reac 2-6 Hostile 7-9 Starving 10-12
Cautious.
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YellOw MOuld
Yellow Mould is a semi-sentient fungus; it is
immobile but attacks by way of projectile spores
that induce a horrible, choking death. The dead
become incubators for the spores, sprouting a new
Mould in 1d4 days. An apothecary may be able to
delay or cure spore poison. Yellow Mould is
particularly susceptible to fire. When pickings are
slim, they fall into a stasis like dormancy until a
warm body’s presence rouses them.
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ZoMBIES
Zombies are walking corpses, mindlessly obeying
ZOMBIE, WALKER
their creator’s orders. They come in several
variants, some of which appear below.
Standard fare, slow moving mindless Zombie that
ZOMBIE, BRAIN EATER simply seeks to destroy and dismember any living
thing it comes across. They don’t understand how
As the name suggests, these Zombie variants are to open doors or windows, but may break them
horrific brain eaters. They are able to sprint for down trying to reach the living.
short periods, sometimes catching their prey off
guard. WALKER ZOMBIE #3d8 AC 11 HD 2+2 Fist
1d8 Nat 19 1d3 nearby corpses animate to aid this
BRAIN EATER ZOMBIE #2d4+4 AC 11 HD Zombie S15 D7 C18 I- P12 W- Ch- L5. Move Half
3+3 Bite 1d6+2 Nat 19 Choking Grasp: target’s Close. Undead. Walkers dismember unconscious
brains are eaten on the Zombie’s next turn unless the victims with their next action if the body is not
two are somehow separated S15 D10 C14 I- P12 recovered (dead). Reac As creator’s orders or 2-12
W- Ch- L5. Move Half Close. Undead. Sprint (1) Hostile.
Move Far. Brain Eaters kill unconscious victims
ZOMBIE, SWARM
with their next action if the body is not recovered.
Reac As creator’s orders or 2-12 Hostile.
The following Zombie Swarm represents scores of
ZOMBIE, GIANT Walkers lurching along in a mindless fashion,
groping at the closest living thing they sense.
Unfeeling, obedient servants of unflagging
strength, there are few brutes as effective as an ZOMBIE SWARM #1 AC 8 HD 6 Fist 1d12 Nat
Undead Giant, particularly if armed with a weapon. 19-20 Overwhelmed! Str contest or dead on the
Like standard zombies, giant versions attack a Swarm’s next action unless somehow rescued S19
target until it is destroyed, dismembering humans, D5 C18 I- P10 W- Ch- L6. Undead. Swarm (p.166).
splintering doors, and so on. Raising such a Zombie Swarms are easily baited and move towards
behemoth requires a particularly taxing ritual, wherever they think the closest prey is. They kill
triggering a DDM effect and permanently draining unconscious victims with their next action if the
the necromancer of 2 points of Con. body is not recovered. Reac As creator’s orders or
2-12 Hostile.
GIANT ZOMBIE #1d2 AC 14 (armour) HD 10
Axe 3d6+2 Nat 19 1d3 nearby corpses animate to
aid the Giant Zombie S21 D6 C22 I- P10 W- Ch-
L12. Undead. Giant Zombies kill unconscious
victims with their next action if the body is not
recovered. Reac As creator’s orders or 2-12 Hostile.
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204
Noun Direction
Verb
Light
Sun =
Morning
Adjective Ambience,
Tone, Mood
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206
207
SOLO TIPS
Generally speaking solo play unfolds much like
group play, but you are both GM and player,
switching back and forth between what your PC(s)
are doing and how the world responds to them.
Ambient Music
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210
1. Danger level,
3. Mode of attack.
DANGER Level
Roll 2d6 to determine the trap’s danger level (or
choose) as appropriate for the situation:
2 Needle 12 Drowning
TRIGGER COUNTER
Rolling
Disconnect or 3 Gas 13 Boulder
2 Water level change manipulate the
float. Arrows or
4 Darts
14 Relocation
3-4 Tripwire Cut/dummy line.
Scything Crushing Walls
Jam, disassemble,
5 Blades
15 or Ceiling
5-7 Pressure Plate weighted bag.
Fire or Spears
Open, Move, or Depends on nature 6 Explosion
16 or Spikes
8-9 Interact with of interaction.
Sever Arcarnum or 7 Acid 17 Alarm
similar. Deface
10-11 Magic Sensor runes, break the
enchanted circle. 8 Self Destruct 18 Monster
Cut, jam or disable
clockwork or other 9 Snare 19 Pit
12 Timer Mechanism
components. Reset
or extend timer. GM Special or
10 Lockdown 20 Double Trap
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212
Counter
Make your own exit through a wall, GAS
floor, ceiling. Use gear as wedges.
Minor Melee area gas; Minor Poison p.214.
DEADFALL Moderate
Close area gas; Minor (40%) or
Moderate (60%) Poison p.214.
Stone bricks drop from above. Dex
Minor Close area gas; Moderate (40%) or
(Acro) check or 1d12+2 damage. Major
Major (60%) Poison p.214
A one foot stone block drops from
Moderate above. Luck (Dex) save or 2d12 Plug outlet. Anti-toxin. Breathing
Counter
damage and Blunt Trauma (1d12). Mask. Wet face mask (save bonus).
A very heavy 4 ft block drops from
Major
above. Luck (Dex) save or zero hp.
LOCKDOWN
Counter Seal the drop hatch with spikes.
Chamber locks entry ways. Luck
Minor (Dex) save to wedge something in an
opening before doors lock.
DROWNING Chamber seals with portcullises.
Luck (Dex) save to wedge something
Fills with water in 1d6 mins. Luck Moderate in an opening before they seal. 2 x
Minor (Dex) save to wedge something in an Str (Athletics*) Great Successes are
opening before the room seals. required to lift a portcullis.
Fills with water (75%) or another Chamber seals with stone blocks.
liquid (25%) in 4d6 rounds. Luck Luck (Dex) save to wedge something
Moderate
(Dex) save to wedge something in an Major in drop hatch before the blocks drop.
opening before the room seals. Blocks may be breached with the
Fills with water (50%), another right tools (requires 1d2 hours).
liquid (25%), or sand (25%) in 2d6 Lockpicks. Pickaxe. Bending the
Major rounds. Luck (Dex) save to wedge Counter
Stone. Corroding Spray.
something in an opening before the
room seals
Make holes in walls and floor to
allow liquid to escape. Make
Counter breathing holes, air pockets, air
tubes. Breathing Mask or One with
the Deep.
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214
Snare
ROLLING BOULDER Limb snare (50% rope, 50% other).
Minor Dex (Acro) check or hoisted into air,
A series of small rolling boulders or foot injury and Grabbed (Str 20).
must be jumped (Dex check). Failure
Minor Close area net. Luck (Dex) save or
causes 2d6 damage and a Luck (Con)
save to avoid Blunt Trauma (1d6). Moderate Helpless. Action to make a Dex/Str
check to get free. An alarm sounds.
Some man sized rolling boulders Convex Melee area iron cage drops,
Moderate must be dodged. Luck (Dex) save or Luck (Dex) or trapped. Three people
4d6 dmg and Blunt Trauma (1d12). Major
can lift the cage, but Str (Athletics)
A hallway sized rolling boulder must Great Successes are required.
Major be outrun. Luck (Dex) save or PC is Counter 10 ft pole. Knife or hacksaw.
reduced to zero hp.
Run! Acrobatics. Seal the drop
Counter
hatch with spikes.
SPEAR, SPIKES
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◆ Lair Treasure Major hauls. Silvers equal to 40 + the sum of the digits
76-85 on the d100 roll.
◆ Minor Magical Items Potions, scrolls,
spellbooks, and Minor Charms. Silvers equal to the sum of the digits on
the d100 roll, plus Precious Stone worth
◆ Major Magical Items Higher power 100 sp + the highest d10 roll. The lower
permanent magic items. 86-95 die determines gem type: (i) Quartz, (ii)
Agate, (iii) Amber (iv) Turquoise, (v)
GMs are encouraged to customise the treasure Crystal, (vi) Amethyst, (vii) Jasper, (viii)
tables to suit their campaign and/or the scenario at Topaz, (ix) Jade, (x) Pearl.
hand.
96-100 Roll 3d20 on the Carry Loot B table.
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218
219
220
221
222
223
225
LAIR TREASURE
HD CP SP GP VAL A VAL B T&C MINOR MAJOR
10 x
3-4 6d100
d100
1d100 1 50% 1 2 1
10 x 20 x
5-6 d100 d100
2d100 2 1 1d2 2 1
50 x 40 x
7-8 d100 d100
3d100 3 1d2 1d2 2 1d2
100 x 60 x
9-10 d100 d100
4d100 4 2 1d2 3 2
200 x 80 x
11-12 d100 d100
5d100 5 3 1d2 3 2
400 x 100 x
13+ d100 d100
6d100 6 4 1d3 4 3
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227
228
229
RITE OF REVELAtIoN
Range: Self
Duration: Special
Over the course of a lengthy research period (5d20
days), you employ frequent divinations to obtain
detailed knowledge of a person, place, or thing.
RAY oF UNMAKING There is a 50% chance of gaining access to
particularly important secrets such as hidden lairs,
Range: Far concealed crimes, true identities, true names, or
Duration: Instant prophecies. At the GM’s discretion, some
You fire a beam of viridian energy at a single information may be cryptic in nature (on a Great
creature or non magical object, which is instantly Success, at least half the information must be
turned to microscopic dust, leaving no trace. On a clear). This spell cannot be repeated about the same
Great Success you may target magical objects. If topic. Probing the Veil for answers is not without
targeting an object such as a wall, up to a Melee risk, when the rite is complete you suffer a random
size area may be affected. Creatures or attended Madness.
objects gain a Luck (Dex) save (on a save, creatures
suffer 20 hp damage instead). Magic items that are SIGN OF SUBJUGAtION
unattended might require a Luck (Int) check to Range: Close
destroy, and especially powerful objects may be Duration: 2d6 rounds
immune (GM’s call). Casting Ray of Unmaking is
particularly taxing and drains 1d6 Con. Lost Con You seize control of a humanoid creature’s mind,
cannot be restored until your next Downtime and may command them by spending an action.
period. The target must obey, even if the action is obviously
suicidal. A Luck (Will) save resists. On a Great
REAPER OF HIDDEN Success, you may affect other kinds of monsters
(excluding Bosses). The sorcery required to
SHADOW puppeteer another is particularly taxing, draining
Range: Melee range you 1 Luck and 1d6 Con. Lost Con cannot be
Duration: Special restored until your next Downtime period.
230
Designer’s Thoughts
The twelve Old Magics included in this section are
merely examples for the GM (and players) to create
new spells from, whether as Old Magic Grimoires,
formulated via magical research, or whatever other
means the GM allows.
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232
233
234
235
236
Orb of
Fangs of the SHIELD OF ARGAUNt
3 T’Seroskk p.238
13 Unflinching
Mother p.241 The shield grants +2 AC instead of +1,
1st and you are immune to poison & disease.
Ballard’s Blade Mask of the
4 p.238
14 Golden One p.241 The shield may negate a directional
2nd attack twice rather than once before
Cowl of the Gnar Sumek requiring repair (p.61).
5
North p.238
15 p.242 Once per week, conjure a wall of spectral
Yulnvorg the 3rd light (treat as Veil of the Balor at 8th level,
Coil of the Worm but made of searing light instead of fire).
6 Bonebreaker 16 p.242
p.239 Special In order to unlock the 2nd and 3rd powers,
Talisman of you must become a true follower of Argona.
Plague Demon’s
7 the Black Sun 17 Clasp p.242
p.239
Staff of
StORM SPEAR
8
Mensicor p.239
18 Cyldimere p.243 This hardwood spear has a twin bladed bronze
head, with lightning like verdigris and runes along
Horn of Dusker’s Vest the shaft. The creator is uncertain, but the forge
9
Karagoss p.240
19 p.243 work ancient in nature, and appears to date from
the Second Age. Scattered reports from the Ordo
Armour of the Malefactos suggest the relic might be lost
10 Morg Tor p.240 20 Phoenix p.243 somewhere in the Trackless Moors.
StORM SPEAR
Once every 1d4 days, slam the butt of the
spear into the ground, causing a wave of
1st thunder to boom outward (as Thunderous
Invocation at 6th level).
Once per week, throw the spear to
transform it into a bolt of lightning (as
2nd Lightning Bolt at 10th level, Great
Success). The spear reappears in your
hand at the end of the round.
Once per month, invoke the sky spirits
3rd who bear you aloft on powerful winds (as
Wings of the Raven King at 6th level).
Special You feel a strong affinity for wind, rain,
and storms. If the GM rolls for weather, shift the
result one level towards inclement conditions.
237
BALLARD’S BLADE
Ballard’s Blade counts as holy, causing an
additional 1d8 damage vs Demons and
1st Undead. You may cause the sword to glow
at will (no action, as candle light).
While you have the blade drawn, gain
2nd 50% Magic Resistance.
238
239
240
FANGS OF THE
1st causing targets to cower (50% prostrate
themselves, 50% drop items and back
UNFLINCHING MOtHER away). A Luck (Will) save resists.
This silvered shortsword has a snake head pommel
encrusted with emerald eyes. Forged by the
serpentmen of the Second Age, the blade was
empowered by the snake goddess and the Nest
Beyond the Stars. Like the Scaled Ones themselves,
there have been no reports of the blade in the
current era.
UNFLINCHING fangs
Spend a Reroll (no action) to clone the
shortsword into two weapons. The cloned
weapon lasts 2d6 rounds, and may be
given to another if desired. If Two
1st Weapon Fighting with both shortswords,
the user does not suffer disadvantage on
their Extra attack. Only one cloned
weapon may exist at a time.
Once every 1d4 days, coat one or both
shortswords in a random poison (roll
2nd 1d20 on the Poison table). The venom
lasts until the next successful strike or 2d6
rounds, whichever occurs first.
Once per week, seize control of a reptilian
3rd creature (as Sign of Subjugation, 8th level,
and the target need not be humanoid).
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242
CYLDIMERE
Once every 1d4 days, fire an elemental
arrow (fire, lightning, frost, etc) causing
1st 5d6 extra damage on a hit, and possibly
causing an elemental effect (GM’s call).
Arrows fired from Cyldimere seek the
2nd hearts of men (Crit 18-20 vs humanoids).
243
◆ Remove the limit of one Reroll per roll. Str for Thrown Weapon Damage
Thrown weapon damage adds either Str or Perc
◆ Allow Rerolls to apply to any failed rolls made modifier.
by the adventurers.
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