Professional Documents
Culture Documents
2
Writing, Cartography and Layout by Idle Cartulary
Assistance by Marcia B
Proofreading by J. Tucker White
Art by HODAG with colour by Idle Cartulary
Thanks to the readers of Playful Void who encouraged me for years to finish this
project.
John, Ty, Brendan, Nick, Alex, Warren, Brian and everyone else in the blogosphere
whose ideas are incorporated here.
Thanks to Aruman, Orbot and Justin, who inspired the design of some of the
monsters.
Advanced Fantasy Dungeons is CC BY-SA 4.0 2024
Published by Idle Cartulary
ISBN 978-1-4461-5177-8
Version 0.2
3
Table of contents
Table of contents Psionic Duels 35
Foreword Vision 37
Having an adventure 3 Journeying 38
The basic procedure 3 Dungeoneering 39
Ability scores 3 Roll to return 39
Checks 3 Rest 40
Fortune rolls 4 Hazards 40
Clocks 4 Traps 43
Timekeeping 4 Hirelings, followers & lieutenants 43
Filling out your character sheet 6 Reaction & reputation 44
Fighter 7 Languages 44
Paladin 7 Strongholds 54
Ranger 8 Domain events 54
Thief 8 Domain actions 54
Bard 9 Building a stronghold 54
Priest 11 Lieutenants 55
Wizard 15 Domain economics 56
Monk 16 War 56
Psionicist 19 Allegiance 58
Dual classes 20 Starting a campaign 60
Proficiencies 20 Running a session 60
Heritages 22 Preparing for a session 62
Ethos 25 Stocking dungeons 66
Equipment 26 Treasure 67
Station 28 Factions 67
Patrons 28 Non-player characters 70
Experience 29 Parley 70
Class followers 29 Fantasy economics 71
Surprise 32 Special damages 71
Initiative 32 Monsters 71
Attack 32 Converting and creating monsters 72
Positioning 33 Monster list 75
Defences 33 Spells, psionic powers and magical
Hit Points 34 items 110
Flight and retreat 34 Wizardly spells 111
Morale 35 Priestly spells 125
Magical duels 35 Psionic powers list 136
1
Foreword
I went into re-reading Advanced Dungeons and Dragons: 2nd Edition with a smirk.
It was a game I loved as a child, but I recognised even then it was full of needless
complexities. I found a challenging text, full of inconsistencies and implications.
There were fascinating subtexts in the examples of play, revealing gaps left
between mechanics and intended play-style. Ethos appeared to be intended to
play a significant role in replacing alignment, into which Planescape folded the
precursor to Fifth Edition’s inspiration. Proficiencies and Birthright’s politics
interacted with downtime reminiscent of modern classics like Blades in the Dark.
I saw in these glimpses of a game that I wanted to play, one fallen between cracks
caused by the weight of legacy. Advanced Fantasy Dungeons already existed, but
was never published here in this reality and no trace of it remained until its ghost
visited me. A paraclone, not a retroclone. It’s a weird, wonderful thing, and one I
discovered rather than created.
I never had the chance to playtest it, though. I’m beginning to doubt that I will.,
so I’m biting the bullet. This is Advanced Fantasy Dungeons. A sketch of a ghost
from another world. It’s for you to play, because I haven’t. For you, at cost. In
exchange, every few months, I’ll post on socials asking for feedback, and you can
join my discord where we can discuss the revisions and the original posts.
Whenever we reach critical mass with updates, I’ll update the digital and print
copies. We’ll finish Advanced Fantasy Dungeons together.
Idle Cartulary
2
Basics
3
Basics
4
5
Creating a player character
6
Classes
Paladin
Gain proficiency in a weapon of your
choice ,proficiency in an armour of
your choice, and proficiency in horse
riding at first-level. Take two
advancements from the following list
at first-level and an additional two at
7
Classes
At first-level, gain the armour and • Mark each time you prepare and
weapon you have proficiency in, and encounter a specific creature. For
two other items, randomly. You may every five marks against a
sacrifice your armour for a mount. creature, your bonus to reaction
rolls, damage and tracking
At first-level, you take a patron — increases by 1 against that
your order, your religion, your god or creature.
something else — an ethos specific to • Gain advantage on reaction rolls
them, and an obligation to them. with beasts
• Increase the size of your HD by 1
Ranger before ninth-level
• Increase your number of HD
Gain proficiency in a weapon of your before ninth-level
choice and proficiency in either
tracking or calm wild animal at first- ◦ Add 3 HP to your HP total from
level. Take two advancements from ninth-level
the following list at first-level and an ◦ Learn a priest spell from ninth-
additional two at each level. You have level, as per a priest of 8 levels
advantage on saving throws against lower.
steel or wands (your choice). ◦ Gain animal followers from
ninth-level.
• Add a new proficiency slot
• Increase strength or dexterity by At first-level, gain the armour and
1, to a maximum of 18 weapon you have proficiency in, and
• Increase a saving throw by 1 two other items, randomly.
• Gain a favoured terrain. You can
prepare for a a single encounter Thief
in that terrain with a creature
native to that terrain. Gain proficiency in a light weapon of
your choice and proficiency in one of
• Both your terrain and the pick pockets, open locks, detect noise,
creature are specific: Not forest, sneak, climb walls or decipher script
but “the forests of the Far Reach”; at first-level. Take two advancements
not orc, but “Icewatch Orcs”; not from the following list at first-level
dragon, but “White dragon” or and an additional two at each level.
“Ice drake”). If you are in a similar You have advantage on saving throws
terrain to your favoured terrain, against wands.
gain half the bonus, rounded
down.
• Add a new proficiency slot
• Declare the creature you are
preparing to encounter during a • Gain a new proficiency in pick
rest watch. You gain +1 on pockets, open locks, detect noise,
reaction rolls against the sneak, climb walls, or decipher
creature, threaten +1 damage script.
when attacking during that • Increase Dexterity by 1 to a
encounter, and gain +1 when maximum of 18
tracking the creature. • Increase a saving throw by 1
8
Classes Classes
9
Classes
10
Classes
11
Classes
(although you may find other means If the targets saving throw against
to obtain it than purchasing). turning is less than 1, if you succeed,
you are locked in battle with them
This spell must be the next spell you until a second turn undead is
cast, until your next priestly completed. The powerful undead is
devotions, unless you expand piety to staggered, and only rolls against half
get the spell you want. There is no their the score (round down) of the
limit on the amount of spell’s you can first round, in the second.
cast in a day.
For example, Gareth, second-level
d20 Result priest, turns a 4 HP skeleton, a 13
HP ghoul, and a 50 HP lich.
1-2 Unreceptive. You gain access Gareth rolls 1d20 and subtracts 2
to an inconvenient spell at a for his level, for a result of 8. The
random level. skeleton (saving throw against
3-6 Suspicious. You gain access to turning of 10–1) flees. The ghoul
a random or inconvenient and lich (saving throw against
spell at a similar level. turning of 10–3 and 10–11) are
7-15 Uncertain. You gain access unaffected.
bro a similar spell at a similar
level. Sir Chard, a third-level paladin,
15-19 Deliberating. You gain access faces the same three undead. Sir
to the spell you want. Chard rolls a natural 1 on the
19-20 Receptive. You gain access to d20, both the skeleton is
a similar spell, at a higher level destroyed, the ghoul flees, and
than you can usually cast. Gareth is locked in battle with the
lich. Gareth rolls 1d20 the second
Turning Undead attempt and subtracts 1 (half the
modifier of a priest), for a result
To turn undead, roll 1d20 and of of 8. The lich (saving throw
subtract your level, or half your level against turning of 10–5 now)
rounded down, if you are a paladin. licks its lips and begins to chant
You must roll under the undead arcane vocalisations.
creatures’ save vs. turning.
12
Classes
13
Classes
14
Classes
15
Classes
cast, but the syllables are not released ◦ Add a second attack per round
from their memory. Some spells have once from seventh-level
more syllables, and take more time to ◦ Add 6 HP to your HP total from
cast. These specifics are noted in the ninth-level
description of the spell.
◦ Can take followers from ninth-
level
Ravager ◦ Add a third attack per round once
from 13th level
Gain proficiency in a melee weapons
of your choice and proficiency in At first-level, gain the weapons you
unarmed fighting at first-level. Take have proficiency in, and two other
two advancements from the following items, randomly.
list at first-level and an additional two
at each level. You have advantage on
saving throws against steel. Rage
You can choose to go into a rage, or
• Add a new proficiency slot involuntarily go into a rage when
under pressure if you fail an ill-
• Increase Strength by 2 to a fortune saving throw. You may
maximum of 20 continue to rage until someone is
• Gain 1d6 of natural armour, that incapacitated or slain, but may not
can only be used if not wearing cease unless you just incapacitated or
additional armour slew someone. While raging, you gain
• Gain 1 rage per day. If you have a advantage on all attacks, roll an
rage remaining in your day, you additional damage dice, gain 1d6 HP,
may go into an involuntary rage if and have advantage on domination
you fail a domination saving saves. You cannot choose to change
throw. targets. When you come out of a rage,
you take 1d6 damage.
• Increase a saving throw by 1
• You cannot be surprised Super-strength
• Gain magic resistance against 1 When a ravager raises their strength
type of magic to 20, they do not fail on a strength
• Animal spirit. Choose a specific checks on a roll of 20.
aspect of an animal, for example,
leap like an eagle; bite like a wolf;
strong as a bear, flexible as a Monk
snake; slippery as a salmon. You Gain proficiency in unarmed fighting
can take on this quality once per at first-level. Take two advancements
day. Negotiate with your referee from the following list at first-level
what this means contextually. and an additional two at each level.
• You only need to sleep every You have advantage on saving throws
other day. against steel.
• Increase the size of your HD by 1
before ninth-level • Add a new proficiency slot
• Increase your number of HD • Increase Strength or Dexterity by
before ninth-level 1 to a maximum of 18
16
Classes
• Once per day, you can stun an • Learn a new psionic devotion, or
opponent when you successfully expend two advancements to
hit them with an unarmed attack learn a new psionic science
• Once per day, you can deflect a • Increase your psi pool by 10
missile without making a saving • Add a new proficiency slot
throw
• Increase Constitution or Wisdom
• Do not take any damage from by 1 to a maximum of 18
falling a distance equal to 10 x
your level in feet • Gain the instill psionics
downtime proficiency
• Your unarmed attacks are
considered magical weapons • Gain the focus psionics rest
action proficiency
• Gain resistance to poison,
disease, or charm ◦ Increase the size of your HD by 1
before ninth-level
• You gain advantage on
domination saving throws ◦ Increase your number of HD
before ninth-level
• Once per day, you can instantly
heal yourself 1d6 HP of damage ◦ Add 3 HP to your HP total from
ninth-level
• Increase the size of your HD by 1
before ninth-level
At first-level, gain an improvised
• Increase your number of HD weapon equivalent to a club or
before ninth-level dagger, and two other items,
◦ After ninth-level, when you stun randomly.
an opponent, you may choose for
them to make a Transformation Powers and psi pool
saving throw or die instantly Psionic powers are manifested by
◦ Add a second attack per round sheer force of will. Make an ability
once from seventh-level check using the power’s declared
◦ Add 3 HP to your HP total from ability. On a failure, you do not
ninth-level manifest the power.
◦ Add a third attack per round once
from 13th level The body and mind can only sustain
so much. Unless you roll a full
success, subtract a psionic power’s
At first-level, gain two items, cost from your psi pool when you use
randomly. it. If your psi pool is empty, you can
instead subtract it from your HP.
Psionicist Because of this limitation, psionicists
often spend as much time perfecting
Gain a psionic devotion and their body as their mind. Your psi
proficiency in meditation at first-
level. Take two advancements from
the following list at first-level and an
additional two at each level. Start
with a psi pool of equal to your
Intelligence. You have advantage on
saving throws against domination.
19
Proficiencies
20
21
Heritages
22
Heritages
Murkwood elf
Rough-and-tumble, these elves keep
their feelings close to their chest. The
murkwood isn’t a place for
vulberability. Magic resistance
(charm), proficiency (hide in foliage),
ultravision. Protect the borders of the
Forest of Murk from outsiders. Each
month when the Maiden and Full
Moon are together in the sky, we must
celebrate by drinking honey wine with
our family, and take no rest.
23
Heritages
24
Ethos
25
Equipment
Potential ethos
d6 Ethos
1 Mercy must be given to all beings
2 Violence is never the answer
3 Stealing is always wrong
4 Merchants are always dishonest;
therefore, they may always be
swindled
5 Gods are evil; therefore, priests
must not be tolerated
6 We are all monsters; therefore, all
monsters should be treated with
kindness General equipment
Most equipment simply does what it
Equipment does. Climbing gear is for climbing.
Wagons cannot be used off roads.
You have five slots for worn gear When in doubt, discuss your
(head, hands, feet, body) and a belt equipment with the referee.
pouch in which to hold 50gp or
similar small items. If you fill only If equipment is not listed with
these six slots, you are mechanics in brackets next to it, it
unencumbered. grants a success in a relevant
challenge, facilitates the use of a
You have additional equipment slots proficiency, or is subject to a general
equal to your strength in your pack rule.
(or equivalent). If you fill up to six
slots of these slots, you are lightly • Ale (1gp per round)
encumbered. If you fill over six slots
of these slots, you are heavily • Blacksmith’s tools (heavy, 50gp)
encumbered. If your equipment is in • Ball bearings (1000 for 5gp)
these pack slots, you can cast your • Bell (light, 1gp)
pack off, and cease to be encumbered • Bear trap (heavy, 5gp)
until you pick it up again.
• Block and tackle (1gp)
If you are lightly encumbered, any • Book (25gp)
movement (for example run, jump or • Caltrops (light, 20 for 5gp)
swim) or combat check suffers • Candle (light, 10 for 1gp)
disadvantage. If you’re wearing a
• Chain (heavy, 10 feet, 5gp)
heavy item, you are always lightly
encumbered. • Chalk (light, 10 for 1gp)
• Climbing gear (25gp)
If you are heavily encumbered, any • Fishing tackle (heavy, 5gp)
movement or combat under duress • Grappling hook & rope (30 feet,
cannot be performed. 10gp)
• Iron spikes (10 for 10gp)
• Journal (light, blank, 10gp)
26
Equipment
27
Station & patrons
28
Experience, followers, magical duels
Class followers
After ninth-level, some classes have
the option to attract followers of a
special nature if they have a
29
Experience, followers, magical duels
30
31
Combat
32
Combat
referee rolls the NPC’s damage dice. proficiency if your class has
Once the damage is known, the PC proficiency in that type of saving
spends HP and armour as they see fit. throw.
33
Combat
34
Combat
35
Combat
Strong Weak
Thrusting Crushing Blasting
inquiry intellect will
Whipping Thrusting Mental
voices inquiry blockade
Blasting Whipping Crushing
will voices intellect
Mental Blasting Thrusting
blockade will inquiry
Crushing Mental Whipping
intellect blockade voices
36
Exploration
37
Your eyes glow, and under your gaze smell, listen, taste as well as sight) to
white items glow as well. Magic items provide them with more information
and spells are visible to you at a if they agree to follow the prompt.
stone’s throw.
38
Exploration
39
Exploration
40
Exploration
Drey the giant uses his massive A pit trap either imprisons or has
strength to pull the bridge taut, a spiked floor
steadying it further. The party A poison needle instantly kills or
cross the bridge without harm. puts to sleep
For example, the floor ahead of
the party is clearly identifiable as 4. Balances the trapper’s protection
a trick floor, but there are no and convenience
seams. This hazard requires 1 tick Never in the main access
each to cross. Sera the thief hallways unless there’s secret
throws a grappling hook into the access; always in the chest in the
rafters, and swings across the high priest’s quarters.
floor; the rafters crack, and they
are unlikely to take the weight of 5. Simple actions can avoid or
another. Her grappling hook is disarm them
lost. Garrius the wizard uses
levitate to hover across the floor. “I stand on a box and pinch the
Choosing not to use the wire so I can set the door slightly
compromised grappling hook, ajar. Glorax, you’re slim enough
Drey attempts to leap across, and to to slide through the slightly
fails his dexterity, causing the open door. Once you’re on the
floor to collapse. other side, you can cut the wire.”
43
Exploration
Languages
Languages are heritage-based — not
all elves speak the same language but
all elf languages are related to elvish
and sylvan.
Ur-language Languages
Ur-elvish Elvish, Sylvan
Reaction & reputation Ur-dwarvish Dwarvish, Giantish,
Gnomish, Goblinish
When you encounter a new NPC or Ur-human Various human,
group of NPCs, the referee makes a Halfling
reaction check, modified by your Ur-primordial Devilish, Angelic,
reputation. If you have bardic Primordial, Sylvan
influence, roll with advantage, and if
the NPCS are predisposed against you When you encounter a new language,
or are not of your station, roll with you may make an Intelligence check if
disadvantage. Their reaction is you have any language slots available.
determined by the result.
44
Exploration
Secret languages
Some groups have secret languages —
druids have their own script, thieves
have their own signs and symbols —
and monsters often speak their own
unique languages too. Magical
45
46
47
Downtime
48
Downtime
Cultivate Relationship:
Relationships are always consecutive
branching clocks, with at least four
ticks per clock. For friendships, these
clocks are Acquaintances, Associates,
Friends, and Intimates. For romantic
relationships, these clocks are
information relevant to the topic at Attention, Flirtation, Flings, Lovers,
hand, for example, a specialist library. Paramours.
The referee will create a clock out of
sight, and tell you when and if your The referee can create clocks for
trove is exhausted. specific relationship or relationship
goals, for example “Prove My Worth
to Captain Urutangi” might be
Spiritual Devotion: If you have the Suspicious, Neutral, Deliberating,
Spiritual Devotions proficiency, you Receptive, reflecting Captain
may seek connection with a greater Urutangi’s disposition when first
power. Specify a goal and a spiritual encountered. Because Captain
or mystical method through which it
will be achieved (meditation, Uturangi is starting as hostile to the
PC, the first clock may be eight steps
pilgrimage, service, flagellation, or be walled with a specific quest
fasting, alms, gardening, ceremony, before it can progress. Relationship
poetry, etc.). The referee will create a often have walls that cannot be
clock out of sight, and be cryptic advanced past without a specific way
regarding your progress. If a to deepen the bond. One might also
significant milestone is reached, and
49
Downtime
take a free tick for something that the goods and services available
occurs outside of downtime that through the institution free of charge.
deepens the bond. To advance the Typically developing an institution
clock on a relationship, the player takes 6-ticks and cost varies by how
says how their character is significant the institution is. An
strengthening the bond between inconsequential institution costs
them. The referee will judge if this 250gp per roll, minor 1000gp,
makes sense. middling 2500gp, major 5000gp,
influential 10 000gp, and famous 25
Invest in an Institution: To support, 000gp. You can spend half this much
invest in, or develop an institution again as often as you wish for a
(for example a business, temple, or cumulative +1 bonus to your
guild), state how you invest in the downtime check.
institution, and if this investment
requires expenses, spend sufficient Find Someone: When you need to
gold to do so at the referee’s find a someone hard to find, state
discretion. On a failure, progress your what skills you require from them and
clock 1-tick, you hit a wall and a how you will approach finding them.
describe a complication. On a partial The referee will create a 3-tick clock.
success, progress your clock by 2- When you complete the clock, you
ticks, and you hit a wall and a find them. If you need them with
complication occurs. On a full urgency, you can take whoever you
success, progress your clock 3-ticks. find. On 1-tick, they may not be who
Generally, speaking, robust support they say they are, and are double
for the institution gives one access to market price and in a hard to reach
50
Downtime
place. On 2-ticks they may not be who Spend 300gp per downtime roll to
they say they are, and are double procure required materials. The
market price or are in a hard to reach downtime clock is equal to the spell’s
place. The referee will provide you level. Scrolls can be stored for free in
with details regarding the NPC. inventory.
Find Buyer: When you need to find a Charge Wand: If you have the
buyer for something hard to sell, state charge wand proficiency, you may
what item you want to find a buyer for imbue arcane syllables into a wand
and how you will approach finding such that it might cast a spell you
them. The referee will create a 3-tick know. You must have a wand in which
clock. A buyer will buy a certain to imbue to spell. Spend 500gp per
category of items only (for example, downtime roll to procure required
magic items, antique furniture, or materials. The downtime clock is
gemstones). When you complete the equal to the spell’s level. Once you
clock you find a buyer who will buy at have charged a wand with a spell, you
a generous price, or one whom you can attempt to charge it with
will be able to utilise again for a additional castings if the spell, at one
similar category without having to additional casting per tick. On a
search for another buyer. If you need failure, the wand cannot hold any
them with urgency, you can take more castings.
whoever you find. On one tick, you
find a seller, but they offer an Create Spellbook: A wizard can
insulting price and only buy such a create a spell book as their magnum
specific niche that they will never buy opus. It costs 1000gp per downtime
from you again. On two ticks you find roll, and will take at least 20 ticks to
a seller, but they offer an insulting be completed, at the discretion of the
price or only buy such a specific referee. You can choose which spells
niche. The referee will provide you to place in the spell book and give it
with details regarding the NPC. an appropriately pompous title.
Study Spellbook: If you have the Instill psionics: If you have the
study spell book proficiency, you may Instill Psionic Power proficiency, you
study a spell book to understand one may instill a psionic power you know
of its spells. You can’t cast the spell into an item of fine quality of your
until you have studied it; the referee choice. If you wish to splice two
will tell you when the spell is learnt. psionic powers together (for example,
Spend 300gp per downtime roll to Contact and Empathic Projection),
procure required materials. The you must buy a Fine (2) item. You
downtime clock is equal to the level must first purchase the items. The
of the spell you are studying. The downtime clock is equal to the initial
number of spells in the spellbook will plus maintenance cost. The psionic
remain a mystery until there are no powers triggers when you use the
further spells to learn. item for its intended use, so choose
your item wisely. You may instill up to
Inscribe Scroll: If you have the your psi pool each week into a fine
inscribe scroll proficiency, you may gemstone of your choice, and use
create a scroll for a spell you know. these points by holding it aloft.
51
Downtime
52
53
Strongholds & domains
54
Strongholds & domains
stronghold. Each attempt costs 12 000 If you have a secretary, you can
GP. provide patronage to someone of
lesser station or to an artist. You can
Type Holdings Ticks also issue decrees or enact laws
Moat house or 3 15 within your domain.
tower
Keep 4 30
Small Castle 5 45
Concentric Castle 6 60
55
Strongholds & domains
If you have a marshall, you can raise If your domain is in debt either
battalions to send to war. A marshal appease your creditors, peculate, or
can also be used to take control of a face the consequences. See
holding in or adjacent to your domain lieutenants for details on peculating
to gain access to a unique asset that or appeasing your creditors.
someone else possesses – when this
clock is complete, gain credit each Favour
week and access to a unique asset. Your domain has a diplomatic
standing with every other domain:
When raising battalions, you must Either they owe you favour, or they do
have access to any neccesary not.
resources, and the size of the domain
clock and debt are relative to the type You may spend all your favour with a
of battalion. domain to have them do something
for you for free. Once your favour with
Battalion Debt Ticks a domain is spent, you must earn it
Rabble 1 2 again.
Regulars 2 4
Holdings & unique assets
Elite 4 8
A holding is a location or faction that
Engine 6 12 possesses a unique asset. A unique
Strike force 8 16 asset is a named thing that can be
traded or used, such as an air
shipyard, a lake of acid, a portal to
Domain economics another dimension, or battalion of
griffon-knights.
Your domain earns credit each season
for each unique asset it can trade Unique assets can be used in war, as
along a trade route and for holdings bargaining tools in negotiations, for
in the domain. trade to generate credits, or whatever
else makes sense for those assets.
Debt & credit
Engaging in or succeeding at certain
domain actions increases your War
domain's debt. War is waged primarily through
sending battalions of soldiers into
Track your credit and debt on your battle for you.
character sheet. At the end of each
season, balance your books: subtract When you issue an order to a
debt from credit. If the difference is battalion, tell your general. They will
negative, you're in debt; if positive, report back to you when the order has
you're in credit. been resolved. Orders are usually
along the lines of “Send Eagle and
If your domain is in credit either Falcon Battalions to take Saint
peculate or keep the remaining credit Garifods”. The battalion will follow
for next season. the order as best it can.
56
Strongholds & domains
Types of battalions
There are several types of battalions:
rabble, regulars, elites, strikeforces
and engines.
57
Strongholds & domains
Allegiance
If you do not wish to be lord of a
domain, you may offer allegiance to a
lord – either a PC or NPC – and if they
accept, become their lieutenant. You
will be given a role such as marshall
or spymaster, and be offered missions
just as any other lieutenant is, which
you will have to play out during game
sessions, perhaps with an alternate
party.
58
59
Running the game
60
Running the game
61
Running the game
63
64
Running the game
• Create a faction that interacts area around them, rather than if they
with an existing faction but in are isolated with no source in the
another area (always keep a spare environment they will be
faction or two up your sleeve in encountered in.
case of domain events!)
• Create a faction that is related to Assign them to the wilderness
a PC after asking them for details encounter or wandering monster
• Add an arcane conjunction, table like this:
celestial event or festival to the
real-time calendar 1d20 Encounter rarity
• Add two or three rumours and 1 Very rare
events to an area you have 2-3 Rare
developed to draw PCs or NPCs
there from afar 4-6 Uncommon
• Create a unique magical item and 7-10 Common
its ancient and recent history 11-14 Common
• Make a special random encounter 15-17 Uncommon
table for a terrain that already 18-19 Rare
exists on your maps
• Expand an existing dungeon by 20 Very rare
one to three floors by opening up
blocked passageways You do not have to prepare this in
• Add a dungeon to an existing advance if you’re confident that you
map that doesn’t have one can improvise these, but remember
that on the Type of Encounter table,
For any of these, simply follow the you’ll be asked to know what the
procedures in the worksheet or in the monster’s traces, tracks, and lair are
section on NPCs. like:
65
Running the game
66
Running the game Running the game
67
68
Running the game
69
Running the game
PCs will not be aware of the outcome NPCs negotiate based on their
of a faction or NPC action until it has desires.
been achieved.
1d20 What the NPCs want
Non-player characters 1 Grovelling
To sketch a walk-on or one-note NPC, 2-3 The PCs to leave now
give them A-DNA: An asset the PCs 4-6 The PCs to come with them
want, a distinguishing trait, what 7-10 Information
they need from the PCs, and an
11-14 Treasure
agenda.
15-17 Help
To portrait a significant NPC, add A- 18-19 Entertainment
VOW: A preferred approach, a visage 20 Violence
they falsely present to the world, an
obsession they cannot let go and a
weakness that will always defeat If the PCs dally or there's a stalemate:
them.
1d20 Impatient or stalemated?
Parley 1-3 Attack
4-6 Switch the demands for
If the PCs have to negotiate with higher stakes
NPCs, they are entering a parley. 7-10 Agree to leave each other
Some parleys are straightforward to alone, perhaps until an
roleplay. If a parley promises to be exchange later
contentious,follow the five principles 11-14 Retreat, but will be back and
of parley, and use the three tables to fulfil their threat
assist you when you’re stuck. 15-17 Switch the demands for lower
stakes
Five principles of parley 18-20 Capitulate, and later betray
1. The consequences of a failed
parley should be obvious. NPCs who don't attack you, don't
2. The traits of the NPCs that are attack for a reason:
relevant to the parley should be
obvious and not hidden from the 1d20 Why they don’t attack
PCs.
1 They want something
3. There should be more than one
solution to the parley. 2-3 Unequipped
4. These solutions should be 4-6 Wounded or weakened
challenging, and require coming 7-10 Untrained and uncertain
back, giving up something
important, physical or related to 11-14 Unmotivated or disloyal
the PCs' beliefs. 15-17 Stupid or making an error
5. NPCs leverage their power if they 18-19 Unconfident
outnumber the PCs or have 20 Curiosity
something the PCs want.
70
Running the game
Special damages
Fantasy economics There are many special damages that
There are five principles of fantasy are worth mentioning in brief.
economics. Follow these principles to Falling causes 1d6 damage for every
keep shopping interesting. It’s worth 10 feet fallen, with half on a
acting out shopping because successful save vs. poison. Energy
shopkeepers have mouths to feed, and drain reduces a statistic (usually
they’ll routinely charge double or Constitution), which effects future
triple price, or offer a tenth of the ability checks but does not require
value of an item, because their job is any items on the character sheet to be
to squeeze the PCs for all they’re rerolled. Note your original score for
worth. when you recover. Poison has a
strength, an effect, methods and
1. Shopkeepers are people. Give latency. The strength is the number of
them at least A-DNA, and A-VOW d6 damage it causes. The effect is
too if they’re a local who will be whether it debilitates, paralyses, or
met regularly. Shopkeepers can’t slows. The method is whether it
afford to buy things that they requires contact, ingestion, or wound
can’t sell to the people already in The latency is if it occurs in 1d6
their town. If they could afford a minutes, hours, or days. If it is a
1000 GP diamond, it’s at a tenth latent poison, you’re always
the price, and they leave town to debilitated until the final effect
sell it and retire in the city. occurs. Always name poisons.
2. Shopkeepers can’t afford to
give discounts. If they like your Monsters
chances, though they might just Monsters can be categorised as
take a percentage of the treasure natural — simply animals in the
you bring back. campaign world — or mythic — they
3. Shopkeepers can tell if you’re follow story-book rather than
desperate. If you walk into town ecological rules. A giant spider is
looking like adventurers, climbing considered natural; a dragon could be
gear and torches are going to be considered either. It is your choice
at a premium. how you categorise a monster or
4. Shopkeepers sell rare items at whether you want any of a certain
category in your game world.
high prices. The shorter the
supply, the more expensive it is. If
71
Running the game
For a natural monster, always have an the most popular fantasy adventure
immediate cause in mind, then the games, except for armour and morale.
distant cause which caused the
immediate one. It may be beneficial to include
information for the referee’s
For the mythic monster, consider how inspiration, on frequency,
the environment and any associated organisation, intelligence, ethos, diet,
monsters will act in concert with it, sleep cycle, climate and habitat,
and what it’s malign intent is. society and ecology, or tactics.
72
Running the game
Hit Dice are in d8s. If you choose, you ▪ Add magical for creatures
can use the average rather than roll to that possess magical items
generate hit points, by adding the (Types S, T, and V)
number of HD times 4.5 (rounded
down). Secondly, calculate the value of its
treasure, which is equal to 6gp per HP,
To convert a monster’s “save as” or or 3540gp if their treasure is in a
saving throw to a “Safe zone”, choose horde.
relevant areas where the monster has
special strength, and give that a safe Thirdly, ascertain magical items. If it
zone of half their hit dice. This is best is a horde, the creature's treasure will
used analogously so they can be have 1d6 magical items in it. If an
interpreted by the referee easily individual has magical treasure type,
(“mind-powers”, or “breath- roll 2d6 and take the lowest for the
weapons”, or “metabolism”). Safe number of magical items it possesses.
zones always include other things The roll taken, if it's 3 or less, will
that are alike to the description: consist of consumable magical items
“breath-weapons” includes fireballs, such as potions or scrolls. If it is 4 or
or webs, and “poison” includes higher, any additional magical items
diseases and drunkeness, for example. will be permanent
Note that save vs. turning is a unique
number compared to other safe zones, Finally, assign a third of its total value
calculated as HP, divided by 5, to coins, a third to gems and a third to
subtracted from 10. art objects. Detail the treasure and
any magical items as per the Treasure
To assign a monster treasure, firstly, section.
assign a treasure type according to its
kind (equivalencies to advanced Typically, number of attacks relate
adventure games are in parentheses): to monster size. Human-sized
creatures get one attack, huge
▪ Leavings for monsters who creatures get two, and giant creatures
simply leave a pile of their get three.
victims (Types A to F)
▪ Belongings for large groups of The nature of a monster's attacks and
humanoids, largely consisting the size of their attack dice can be
of their everyday livings translated directly, but for the most
(Types G, I , O, P, R, or W) part relates to theme and weapon
▪ Hordes for dragons and other type.
similar creatures (Type H)
Include the monster’s special
▪ Collections for creatures who
collect sparkly things (Type powers. These can often be related as
Q) spells to be cast per day, or watch, or
per round. If they are unique, it is best
▪ Incidental for stuff found on to give their special powers a chance
odd bodies (Types J to N) on a six-sided dice (e.g. a 1-in-6
▪ Bosses for unique, high-level chance).
monsters (Type U)
73
Monster list
Abberant, many-eyed
A ball of roiling tentacles and eyes,
with one great baleful eye in its
centre, hovering three feet from the
ground.
# 1
Attacks Nil
Safe zoneNil
Armour 18 mundane (body).
HP 25 (body); 12 (central eye);
2 (each eyestalk)
Morale 18
Treasure Magical
type
Special Dispelling Ray: All magic
within melee range of the Annis
abberant is negated, unless Witches, twisted and strengthened by
cast from behind the their devotion to power. Disguised
aberrant. often as harmless old ladies, they are
giant, able to crush a gobling in one
Random ray: The abberant hand, are spry and cruel. They often
shoots a prismatic ray from live in covens of three and take
a random eyestalk. If one is minions they can easily cow. They eat
destroyed, randomly cross flesh, and their skin is black as if it
one off the list: 1. Charm; were melted by hellfire. Their eyes are
2. Sleep; 3. Telekinesis; 4. green like the deepest ocean.
Flesh to stone; 5.
Disintegrate; 6. Fear; 7. # 1d3
Slow; 8. Cause serious
wounds; 9. Death ; 10. Attacks 2 x 2d4 (talons) + 2d8 (iron
Laughter. teeth)
Safe zone 8 (devilry)
Armour Nil
HP 80
Morale 15
chain Magical
mail
Special Change self at will.
Coven: A coven can cast
control weather, dream,
animate dead, curse, and
polymorph other once per
day. They use these to
weave wicked plots, rather
than for combat.
75
Monster list
Bear, cave
Huge, aggressive, grey-furred and can
see well in dim light. They’ll never
stop tracking you if you invade their
home.
# 1d2
Attacks 2 x claw (1d3), 1 x bite
(1d6)
Safe zone 3 (steel)
Armour 12 budgeoning (hide)
HP 27
Morale 9
Treasure Leavings
type
Special Bear hug: If a victim is hit
by both paws in the same
round, the bear hugs for an
extra 2d8 automatic
damage.
Last Stand: When reduced
to 0 HP, continues to attack
for 1d4 rounds.
Bearblin
Hulking, yeti-like, with red, bristling
fur. They have a bearlike snout and
long, upright ears.
# 2d4
Attacks 2d4 fists or by weapon
Safe zone Nil
Armour 14 mundane (chain mail)
HP 16
Morale 12
Treasure Belongings
type
Special Infravision
76
Monster list
Brain-hound
A brain, with four, scaly lacertine
limbs. They "see" psychic activity and,
if well fed, make excellent watchdogs.
When left hungry, they're known to
feed on their masters, so keep one at
your own risk.
# 1d2
Attacks 4 x 1d4 (claws)
Safe zone 3 (psychic intrusion)
Armour Nil
HP 33
Morale 17
Treasure Collection
type
Special Shrink: Can psionically
shrink self and crawl up Cerbereus
the target’s nose while
they sleep, devouring their Shaggy, blood-red fur; glowing, red
brain from within and eyes; brimstone breath. Their
replacing it. They then pawprints burn into stone, and their
animate the body from baying sets fear into any heart. They
within. hunt cleverly for prey they are
summoned to kill; they play with
Manifest powers as a their prey whether or not they have
fourth-level psionicist, been summoned.
once per watch.
# 2d4
Attacks 2d4 bite. On a critical hit,
they grasp onto their
target and breathe fire
(+3d6).
Safe zone 3 (fire, devilry)
Armour Nil
HP 25
Morale 13
Treasure Leavings
type
Special Breathe flame. Once per
day, they can breathe flame
in area of effect for 3d6
damage.
3-in-6 chance of locating
invisible creatures by nose.
77
Monster list
Cobold
Cunning, child-sized beagle-folk,
smell like wet dog. Their dimunitive
size and relative fragility means they
rely on kowtowing, ambush, traps,
trained or trapped animals and
alliances to survive. Never a fair fight.
# 5d4
Attacks 1d4 (club) or 1d6 (blade)
Safe zoneNil
Armour 12 piercing & slashing
(leather and hide)
HP 2
Morale 8
Treasure Belongings
type
Special Winged boggarts are
occasionally born of cobold
mothers; they appear as
cobolds, but are winged
and scaled. These children
of dragons are holy and
upstanding members of
the cobold community.
Cyclops
Eight feet tall, with deep blue hair, a
rough voice, and a single, bloodshot
eye.
# 1d4
Attacks 1d6 + 1d6 (club) or 6d6
(hurl boulder)
Safe zone Nil
Armour Nil
HP 58
Morale 16
Treasure Leavings
type
Special Disadvantage on boulder
throws due to poor depth
perception.
78
Monster list
Dendrobate
Human-sized bipedal, multicoloured
frog-folk.
# 1d8 x 10
Attacks 1 x by weapon (+1d6
venom)
Safe zone Nil
Armour 14 mundane (Scale)
HP 4
Morale 10
Treasure Belongings
type
Special Leaping strike: Gain
advantage if striking after
a leap between ranges.
Poison: Slimy sweat is
poisonous if ingested (3d6
damage, 2d6 hours latency,
hallucinations).
Demon
Six-armed, snake-tailed giants of
apocalyptic renown, arrive at
battlefields at the turn of the tide, to
wreak
havok.
# 1
Attacks 6 x 1d8 (or by weapon)
Safe zone 6 (steel)
Armour +2 or better weapons to hit
HP 72
Morale 18
Treasure Magical
type
Special Magic resistant (wizardly)
Constrict: Save vs. steel or
be wrapped in a
constricting tail, causing
4d8 damage per round.
Can cast comprehend
languaged, detect
invisibility, polymorph self
and telekenesis at will.
79
Monster list
Devil
Humanoid, red-skinned, well-dressed.
Their suit hides giant bat wings and
their smile reveals shark-sharp teeth.
Their tail is tipped with spines and
their claws are razors. They come to
fulfil your greatest wishes.
# 1
Attacks 1d4 +1d4 (claws) +2d4
(bladed tail)
Safe zone 3 (steel)
Armour +1 or better weapons to hit
HP 36
Morale 11
Treasure Nil
type
Special Magic resistant (wizardly)
Regenerating: Recovers 1
HP each round,.
Dimensional dingo
Dingo-like, highly intelligent canines.
# 4d4
Attacks 1d6 (bite)
Safe zone Nil
Armour Nil
HP 13
Morale 11
Treasure Nil
type
Special Blink: On a failed PC attack
roll, they disappear and do
not reappear until their
next attack.
80
Monster list
Doppelganger
Hairless, grey, eyes pupiless and huge.
When stressed, change their form
instinctively and emotionally.
# 3d4
Attacks As weapon
Safe zone Nil
Armour As armour
HP 18
Morale 13
Treasure Collection
type
Special Immunity (charm, sleep)
ESP at will.
Mimic: Can imitate its
target with incredible
accuracy, even to their
closest loved ones.
Dragon, crimson
Covetous and greedy, bloated and
obsessive, exceptionally vain, their
scales glossy scarlet and their eyes
intelligent. They make their lairs in
ruined dungeons atop mountains or
great hills.
# 1
Attacks 1d10 + 1d10 (claws) + 3d10
(bite)
Safe zone 7 (steel)
Armour 67 mundane (scaly hide)
HP 37
Morale 17
Treasure Horde
type
Special Fire breath: 12d10 +6 to all
in area of effect, save vs.
ill-fortune for half damage.
Immune to fire.
Has two first-level and one
2nd-level wizardly spells
memorised.
81
Monster list
Dragonisle
The shell of a dragonisle resembles a
small, rocky island, often complete
with tropical flora. They float in the
ocean, sleeping for long periods of
time, only waking to feed on huge sea
creatures, or more often, ships.
# 1
Attacks 2d6 + 2d6 (claws) + 4d8
(bite)
Safe zone 7 (Steel)
Armour 57 magical (shell only)
HP 57
Morale 17
Treasure Horde
type
Special Capsize ship: 3-in-6
chance to capsize ship on
an attempt.
Scalding breath: 20d6 heat
damage in area of effect, Drisheen
save vs. Ill-fortune for half. A human-sized mass of reddish black
(can use again on 2-in-6). cells, moving slowly but inexorably
towards the heat generated by
animals or plants. Cutting one splits
it into two of half the size.
# 1
Attacks 3d8 (pseudopod)
Safe zone Nil
Armour Nil
HP 45
Morale Nil
Treasure Nil
type
Special Immune to acid, cold, and
poison.
Dissolves 2 inches of wood
in 1 round, 2 inches of
light metal or chain in 2
rounds, and 2 inches of
thick metal or plate in 3
rounds.
82
Monster list
Elemental, flame
Fierce, vaguely-humanoid bonfire.
Resentful, direct and savage when
pulled from their flame-world. Their
eyes are white-hot.
# 1
Attacks 3d8 (flame whip)
Safe zone 6 (steel), 3 (magic)
Armour Nil
HP 70
Morale 17
Treasure Nil
type
Special Immune to fire.
Unable to cross bodies of
water. Fishlord, elder
Hypnotise: Their dance is Loathsome, ancient, precursor
alluring and their form sucker-walking fish with vile
appears as whatever the intelligence and psionic powers.
watcher most desires. Save
vs. domination or stand in # 2d4
awe for 1d4 turns, Attacks 3 x d8 (tentacles)
oblivious to the burning
carnage around you. Safe zone4 (psionic)
Armour 16 slashing & bludgeoning
(slime)
HP 27
Morale 13
Treasure Magical
type
Special Poison tentacles: Save vs.
transformation or your
skin transforms into a
slimy membrane which
must be kept damp or
suffer 1d4 damage per
turn.
Illusory lures: Can create a
realistic, multisensory
illusion at will.
Dominate: Can dominate a
creature in reach range
three times per day.
83
Monster list
Flail jaguar
Huge, black jaguar. They have
tentacles with tooth-like growths
extruding from the ends. They
shudder in your vision as it snarls.
# 1d4 +1
Attacks 2d4 + 2d4 (tentacles) or
bite at claws (1d4 +1d4 +
1d8)
Safe zone 3 (steel)
Armour 14 mundane (hide)
HP 13
Morale 13
Treasure Leavings
type
Special Illusory position: 3-in-6
chance the flail jaguar is
not actually there when
you strike it.
Fungoid
Shrunken humanoids with leaf-like
tendrils and thorn-like claws. The
product of a mahogany mold
infection. They communicate in a
language of drumming, having no
speech.
# 6d4
Attacks By weapon or 1d4 (thorn-
claws)
Safe zone 3 (fungus)
Armour 13 piercing (sturdy plant-
flesh)
HP 13
Morale 8
Treasure Belongings
type
Special Camouflage: In their
chosen habitats, they are
coloured to blend into
their surroundings, gaining
advantage on hiding.
Immunity to electricity
and charm.
84
Monster list
Gargouiille
Stone-skinned imps, collectors of
shinies, most often found squatting in
ruins or acting as guards or
messengers. They are ambush-
predators: Disguised as sculptures,
then swooping down from above or
behind.
# 2d8
Attacks 1d6 (claws) + 1d6 (bite)
Safe zone+1 magical weapon to hit
Armour 16 slashing, piercing (stone
carapace)
HP 19
Morale 11
Treasure Collection
type
Special Swoop. Double damage if
attacking from above.
Ghul
Living humans: infected with a
disease of undeath, their minds
instilled with the guile of pack
animals, and a thirst for marrow. If
you’re bitten and survive, you become
a ghoul yourself.
# 2d12
Attacks 2d3 (claws) or 1d6 (bite)
Safe zone 8 (save vs. turning)
Armour Nil
HP 9
Morale 11
Treasure Leavings
type
Special Paralysing claws: Save vs.
poison or be paralyised for
2 +1d6 rounds.
Infectious bite: Save vs.
poison if bitten; on a fail,
you will become a ghoul at
next new moon.
85
Monster list
Gobling
Child-sized, big-eared, gleeful, green-
skinned, squeaking things with a
nasty and clever humour. They live in
huge extended family networks,
where they make all they need from
everything they can steal.
# 4d6
Attacks 1d6 (short sword) or as
weapon)
Safe zone None
Armour 12 slashing & piercing
(leather armour)
HP 3
Morale 10
Treasure Belongings
type
Special Infravision. They prefer the
dark.
Golem
A perfect ceramic sculpture. Often
painted, although usually faded by
age. Human-sized or a bit larger, they
move carefully. Their clothes are part
of their flesh.
# 1
Attacks 3d10 fists
Safe zone5 (domination)
Armour Only affected by blunt or
magical weapons
HP 49
Morale 19
Treasure Nil
type
Special Cast haste on self, once per
day.
Immune to sleep, charm,
and anything that would
not affect clay.
Not prone to shattering by
normal means, but
vulberable to magical
shattering.
86
Monster list
Gorgo
Beautiful, snake-haired woman. Her
eyes are a pale grey, as if they were
made of stone...wait, what’s
happening to me? A gorgo’s home is
full of statuary and flickering lights;
they live a life of luxury, masked such
that they have the care of servants
who fear them for what their
vengeance will be.
# 1
Attacks As weapon + 1d4
(snakebites)
Safe zone Nil
Armour As armour
HP 27
Morale 13
Treasure Belongings
type
Special Gaze: The gorgo reveal’s
their eyes, and the target
must make a save vs.
poison or be turned to
stone.
Hobknoblin
Red-skinned, richly-dressed,
gluttonous and arrogant, these
mercenaries live only to fight.
# 2d10
Attacks By weapon
Safe zone Nil
Armour 14 mundane (chain mail)
HP 5
Morale 11
Treasure Belongings
type
Special Nil
87
Monster list
Hrimavolk giant
Ivory-skinned, blonde-haired hunters,
wear chain mail decorated with beast
horns, feathers, or pelts of past
quarries. They adore anything gilden
or bejewelled
# 1d8
Attacks 2d8 + 9 (great axes or
mighty hammers) or 2d10
(boulder hurl)
Safe zone 7 (steel)
Armour 14 mundane (chain mail)
HP 47
Morale 13 Imp
Treasure Belongings Two-feet tall, winged, humanoid with
type goat horns and scorpion tails, formed
Special Catch: 2-in-6 chance of elemental matter. They are born of
they’ll catch a boulder ice, lava, mist, smoke or steam.
thrown at them. Mischevious and wicked, but in banal
Immune to cold. ways. Often familiars, but their
powers make them good domestic
servants or spies.
# 1
Attacks 1d4 + 1d4 (claws)
Safe zone 1 (devilry)
Armour Nil
HP 13
Morale 8
Treasure Collection
type
Special Shapechage to the form of
a raven, rat, or goat.
Invisibility at will.
Immune to attacks based
on the substance from
which they were born (e.g.
cold for an ice imp).
Elemental burst: When
struck, a burst of their
matter causes 1d4 damage
to their attacker.
88
Monster list
Jelly scavenger
Giant amoebas of transparent jelly,
they slide down corridors absorbing
carrion and trash. They leave a slimy
trail, but cannot climb walls or cling
from ceilings. Usually visible due to
indigestibles stuck in them, which
appear as if levitating: Swords, wands,
and the like.
#
Attacks 2d4 damage per round
while inside
Safe zone Nil
Armour Nil Jinn
HP 18 Richly dressed giants, their steps and
Morale 10 gestures like heat rippling on the
horizon. They live in their world of
Treasure Leavings magical sculptures and floating
type islands. Some visit our world while
Special Paralyising touch: Save vs adventuring. When bound, will grant
poison or be paralyzed for three wishes.
5d4 rounds.
# 1
Attacks 2d8 (absurdly large
scimitar)
Safe zone 3 (steel)
Armour 21 magical
HP 31
Morale 13
Treasure Nil
type
Special Whirlwind, at will. Obeys
commands, can be ridden
as a horse for up to six
people, and attacks for 2d6
damage per round.
Create food, water, wine,
soft goods, wooden items,
metal or illusions at will.
If captured will grant three
wishes. Upon the third
wish they must be freed, or
else a batallion of jinn will
ride to free them.
89
Monster list
Jotun
Swollen, red-skinned, two pig-like
bickering faces. Highwaymen that
feed on their victims.
# 1
Attacks 2d8 + 3d6 (two spiked
clubs)
Safe zone Nil
Armour As armour
HP 45
Morale 14
Treasure Collection
type
Special Never surprised. Kraken
A squid whose entire body constitutes
many battlefields, that crushes 60-
foot ships with impunity, that wields
wicked intelligence and summons the
storm.
# 1
Attacks 2 x 3d6 (barbed tentacle) +
7d4 (gaping maw) + 6 x 2d6
(grasping tentacles)
Safe zone 10 (steel)
Armour 14 mundane (carapace)
HP 81 (body) 18 (each
tentacle)
Morale 18
Treasure 1d6 entire sunken ships
type
Special Crush: On a failed save
against grasping tentacles,
you are constricted for 3d6
damage per round and are
carried with the Kraken
(perhaps underwater).
Ink cloud: If 3+ tentacles
are severed, they will
retreat, releasing an ink
cloud Any in the cloud
cannot see, and recieve 2d4
damage each round they
remain in the cloud.
90
Monster list
Lacertite
Very tall, bipedal komodo dragons.
Isolationist. Religious. Foreigners
must be kept out, to protect the
hatchlings.
# 1d8 +7
Attacks 1d6 (bite) + as weapon
Safe zone Nil
Armour As armour
HP 11
Morale 14
Treasure Belongings
type
Special Nil
Leech, giant
Bloated, many-toothed, sucker-
mawed slime-slug. They live in fetid
and dark swamp-water and sewers.
# 4d4
Attacks 1d4 (maw)
Safe zone Nil
Armour Nil
HP 13
Morale 7
Treasure Leavings
type
Special Sucker: After successful
attack, latches on;
thereafter, it sucks 3HP per
turn of blood. There is only
1-in-6 chance of the target
noticing due to
anaethetizing saliva,
although they may notice
the huge weight of the
leech as they try to move.
91
Monster list
Laughing folk
Hyena-faced, spotted, and maned.
Their language sounds like your
laughter, but crueller. A society built
on betrayal will never prosper, but
they will come together for payout or
a feed, in a fearful swarm that deafens
the land with their foul cackling.
# 2d6
Attacks 2d6 (polearm, battle axe, or
mornign star)
Safe zone Nil
Armour 14 chain mail (mundane)
HP 9
Morale 11 Lich-drake
Treasure Belongings A rotting dragon-corpse, with
type galaxies for eyes. Sometimes,
Special Deafening cackle: If 5 or desperate dragons seek the same
more Laughing Folk are power evil wizards do through
near, none within area of lichdom; they become something
effect can communicate more empty, colder, and
verbally due to the crueller.
cacophony of their # 1
laughter. Attacks 2 x 1d6 (claws) + 3d6 (bite)
Safe zone 6 (steel); -1 (save vs.
turning)
Armour 16 magical (imbued scales)
HP 54
Morale 19
Treasure Horde
type
Special Immune to charm, sleep
and anything else for
which it would not make
sense to affect the dead.
Immune to all magic of
fifth-level or lower.
Fear aura: As fear spell,
affects entire battlefield.
Flesh-rotting breath: Save
vs. poison or lose half your
hit points; lose one quarter
on a success.
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Monster list
Lichknight
A knight built like an ogre, its face a
blackened skull and its eyes glowing
coals. Its armour is burnt black and its
death echoes as if in a cavern. It can
always speak your language.
# 1
Attacks 2 x d10+2 (magical two-
handed sword)
Safe zone 6 (wizardly magic, steel);
-1 (save vs. turning)
Armour 18 mundane (full plate)
HP 49
Morale 17
Treasure Magical
type
Special Aura of fear: When you
come within melee range
of the Death Knight, there
is a 5-in-6 chance that you
will flee uncontrollably.
Power word, Blind, as spell,
once per day.
Fireball: 10d6, as spell, Manscorpion
once per day. Noble, rigid scorpion-centaurs, living
in great inverted cities and citadels.
# 4d4
Attacks As weapon + 1d4 (tail)
Safe zone Nil
Armour 14 mundane (carapace)
HP 18
Morale 13
Treasure Belongings. Almost always
type have a magical munane
tool on their belt (e.g. a
magical, wall-shattering
hammer).
Special Tail sting: Any hit from the
tail must save vs. poison or
die in 2d4 rounds. On a
success, they lost 2d4 HP
and convulse for 1 round.
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Monster list
Minotaur
Big, bull-headed men, erudite and
bluff. In the distant past they were
imprisoned in labyrinths for sport,
but now they are known as sailors and
pirates.
# 4d4
Attacks As weapon + 2d4 (horns)
Safe zone 3 (Being lost)
Armour As armour
HP 27
Morale 13
Treasure Belongings
type
Special Nil
Mold, dungeon
Some molds pose a deadly threat, but
are more hazards than monsters.
Mole-mantis
Borrowing monstrous insect, with six
hooked burrowing legs and yellow
chitinous shell. Sensitive antennae.
# 1d6
Attacks 3d6 (crushing bite) + 1d4
(acid)
Safe zone Nil
Armour 18 mundane (not on belly)
HP 16
Morale 9
Treasure None
type
Special Enzyme spray: Spray acidic
stomach enzymes as a
ranged attack, 8d4 damage.
Save vs. poison for half.
Tremor sense: Can feel
vibrations of prey half a
mile away.
Mole-orca
Blue and brown orca with clawed feet,
and a rocky dorsal fin that mimics a
stone when at rest. They rely on
vibrations to sense their prey up to a
mile away, but often sit still with their
fins above ground, waiting to ambush.
# ½ x d4
Attacks 4d8 (bite)
Safe zone 4
Armour 40 mundane (back only)
HP 10
Morale 11
Treasure Scraps
type
Special Crushing leap. Leap
between ranges to inflict
3d6 crushing damage;
pinned beneath the Mole-
orca
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Monster list
Ocypete
Beautiful, lovely haired girls with
sparrow wings. They dance upon
storm winds, stealing food and
trinkets. If threatened, their faces
twist, their bodies become as vultures,
and their eyes drip with hateful tears.
# 2d6
Attacks 2d6 (claws)
Safe zone Nil
Armour Nil
HP 30
Morale 10
Treasure Collection
type
Special Song: Any who hear an
ocypete’s song becomes
calmed, and approaches
the ocypete in awe. The
charm ceases if the ocypete
attacks.
Ogre
Nine-feet tall, heavily muscled
humanoids built like brick outhouses.
They are typically characterised as
greedy brigands or mercenaries,
although there are rumours of ogre
civilisations with great beauty and
magic.
# 2d10
Attacks 1d10 (club)
Safe zone Nil
Armour As armour
HP 22
Morale 11
Treasure Belongings
type
Special Nil
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Monster list
Ork
Pig-faced folk, with glinting red eyes.
A people like any other, but weighed
down with a reputation for violence
after a great war many centuries ago.
# 3d10
Attacks 1d8 (axe) or as weapon
Safe zone Nil
Armour 14 mundane (scale)
HP 5
Morale 11
Treasure Belongings
type
Special Nil
Ore-eater
A giant blind crickets with a raised
tail that resembles a television
antenna. They sense the vibrations in
metal and oxidise it for sustenance.
They are not aggressive unless
provoked, but are the bane of miners.
# 1d2
Attacks Special
Safe zone 2 (steel)
Armour 14 mundane (carapace)
HP 11
Morale 9
Treasure Nil
type
Special Oxidizer: Sprays a mist at
someone or something in
melee range, causing steel,
iron or alloys that rust to
rust.
Single-minded: 2-in-6
chance it will stop to eat
rusted metal even during
combat.
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Monster list
Phanin
Giant snakes with human heads and
prismatic scales and spined crests
that rise up when angry. Long-lived,
studious and never-sleeping, they
often serve as oracles and sages.
# 1
Attacks 2d4 (bite)
Safe zone 5 (wizardly magic or
devilry)
Armour 12 piercing & slashing
(scales)
HP 42
Morale 15
Treasure Collection
type
Special Poison spit: On a failed
save vs. poison, die in 1d4
rounds.
Psimole
Small, white, star-nosed moles that
burrow through stone and dirt. They
feed on psionic energy, using their
innate psionic powers.
# ½ x d6
Attacks Nil
Safe zone Nil
Armour Nil
HP 1
Morale 5
Treasure Nil
type
Special Psychic drain: Can drain a
creature they touch of
their psi pool, at a rate of
10 psi pool per round. This
is painless, and occurs
typically during sleep. No
sign is left beside not
recovering your psi pool
during a rest, and a star-
shaped mark on your
forehead.
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Monster list
Skeleton
Battered or rotting flesh hanging off
them, or polished and in suits, they
are still just cackling bones with no
speech and few wits.
# 3d10
Attacks 1d6 (as weapon)
Safe zone9 (save vs. turning)
Armour 18 bone,(piercing and
slashing)
HP 3
Morale Follow orders without
question.
Treasure Nil
type
Special Immune to sleep, charm,
hold, and cold.
Revivifying: If their skull is
not smashed to dust after Spider, giant
they are reduced to 0 HP, A red-crested spide that could wrap a
they will rise again in a full-sized human in its arms. They
bony clatter the next turn. spin webs around their paralysed prey
to let them ripe before drinking their
flesh.
# 1d8
Attacks 1d8 (bite)
Safe zone Nil
Armour Nil
HP 23
Morale 13
Treasure Leavings
type
Special Venom: Save vs. poison or
be paralysed for 2d4 turns.
In this time, the spider will
wrap you in webs that will
restrain you with a Safe
zone of 5 to break out of
(although they can easily
be cut by another). This
web is acidic; while
trapped suffer 1d4 damage
per turn.
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Monster list
Spider, phase
Pale, almost transparent in places,
long-limbed spiders that spin
invisible webs and hunt in packs.
# 1d4
Attacks 1d6 (bite)
Safe zone Nil
Armour Nil
HP 22
Morale 15
Treasure Leavings
type
Special Phase: Disappears at the
end of every round, and
reappears at the beginning
of their next round
Transparent webs: Once
per turn, can spin a
transparent, sticky web big
enough to entrap a human.
If anyone steps into it is
trapped until they are cut
free.
Tesh-tesh (Griffon)
Rooster-faced, lion-bodied
carnivorous monstrosities. Hunting
prides of the skies, for horse-like prey.
Defend their hatchlings and eggs with
a spiteful rage. Eagle-faced breeds
have been trained as steeds by the
foolish.
# 2d6
Attacks 1d4+1d4 (claws)
Safe zone 3 (breath weapons)
Armour Nil
HP 31
Morale 11
Treasure Leavings
type
Special Ambush: 2d8 damage
when surprising their
opponent.
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Monster list
Treant
Indistinguishable from trees at first,
until their arms, face and legs
delineate themselves from the shape
of the tree. The leaves of treants
never fall. Treants are slow to act but
fearful in anger.
# 3d6
Attacks 3d6
Safe zone 5 (plants)
Armour 14 mundane (bark)
HP 29
Morale 16
Treasure Collection
type
Special Vulnerable to fire.
Treesister
Elegant, look as if chiseled from
wood. Skin and hair the colour of the
seasons; clothes as leaf-fall and floral
hair. Spirit of their own tree, bringing
blessing to their forest.
# 1
Attacks 1 x 1d4 (knife)
Safe zone 2 (magic)
Armour Nil
HP 9
Morale 12
Treasure Collection
type
Special Enchant person, thrice per
day.
Portal through any tree
into her tree.
Speak with plants.
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Monster list
Trogdolyte
Axolotyl-folk, typically living simple
lives in upper subterranea, benefitting
from the leavings of cities and towns
above them, but avoiding commerce
or friendship with the surface-
dwellers.
# 3d10
Attacks As weapon
Safe zoneNil
Armour As armour or 12 slashing,
piercing (scales)
HP 9
Morale 11
Treasure Belongings
type
Special Water-breathing
Troll
Infra-vision.
Ogre-sized humanoids with rubbery,
off-colour skin. Their hair is a mass of
thick, black tendrils that float, like
weeds in the water. They are featless,
ravenous, and often wander into new
lands causing havok as they eat until
their belly is swollen and then fall
asleep at the bottoms of lakes, in a
bridge's shade, or in a dead bear's
cave.
# 2d4
Attacks 2 x 2d4 (claws) + 2d6 (bite)
Safe zone Nil
Armour Nil
HP 63
Morale 14
Treasure Leavings
type
Special Weird life: Regenerates 3
HP per round. 1-in-6
chance severed limbs
continue to fight. Lost
body parts regrow in a
week. They are vulnerable
to fire and acid,.
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Monster list
Tyrannosaurus
Fast, giant, two-legged apex predator.
It is fiercly stupid, and will defend its
territory to the death.
# 1d2
Attacks 5d8 (bite) or 3d8 (bash)
Safe zone Nil
Armour 12 mundane (hide)
HP 81
Morale 16
Treasure Leavings
type
Special Bash: Sweeps its tail or
head, knocking all in area
of effect to the ground.
Must expend their next
movement to climb back to
their feet.
Vampyr Lord
No reflection, no shadow, completely
silent. Otherwise, just people. They’re
masterminds that assume positions of
power, or socialites who manipulate
the powerful at night.
# 1d4
Attacks As weapon
Safe zone 4 (magic, steel); -2 (save vs.
turning)
Armour Cannot be hit except by
magical weapons.
HP 60
Morale 16
Treasure Horde
type
Special Gaze: save vs. domination
or become enchanted.
Can become a bat or a
cloud of gas at will.
Can climb upon walls.
Cannot die unless their
coffin is destroyed or their
heart is pierced by a stake.
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Monster list
Ursastrix
Giant owl-faced bear, with an
armoured crest and horned beak.
Solitary creatures.
# 1
Attacks 2 x 1d6 (claws) or 3d4
(horned beak)
Safe zone Nil
Armour 14 mundane (crest: not
from behind
HP 33
Morale 11
Treasure Leavings
type
Special Bear hug: If both claws hit,
squeeze the target for 2d8
damage per round.
Vulture-wyrm
Massive centipedoid with writhing
snout-tentacles. Scraps of rotting
flesh hang from its carapace, emitting
a fetid odor.
# 1d6
Attacks 1d4 bite
Safe zone Nil
Armour 12 mundane (hide)
HP 23
Morale 6
Treasure Leavings
type
Special Tentacles: 1 target in reach
range. Save vs. poison or be
paralysed.
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Monster list
Were-folk
Afflicted with a curse that forces
them to shapechange during the full
moon. With training, may
shapechange at will. Many groups of
were-folk have formed communities
with their own cultures and folkways.
Common were-folk include wolves,
jackals, ravens and bears.
# 1d12
Attacks 2d4 (teeth or claws)
Safe zoneNil
Armour Can be hit only by silver or
magical weaponry.
HP 21
Morale 12
Treasure Belongings
type
Special Shapechange: Either at will
or at full moon, become a
giant version of their
designated beast.
Wraith
A cloud of black anti-matter, vaguely
humanoid with glowing, red eyes. The
soul of a cursed, powerful human,
whose will to consume lives on.
# 1
Attacks 1d6 (touch)
Safe zone2 (save vs. turning)
Armour Can only be harmed by
silver or magical weapons.
HP 37
Morale 15
Treasure Leavings
type
Special A successful hit drains 1
constitution from the
victim.
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Monster list
Wyvern
Two-legs, two wings, and a scorpion
stinger on its tail. Resembles a scaled
and horned falcon more than a
dragon. Growls like a bull crocodile
and hisses like a quenched blade.
# 1d6
Attacks 2d8 (bite) + 1d6 (stinger)
Safe zoneNil
Armour 12 mundane (scale, back
only)
HP 80
Morale 14
Treasure Leavings
type
Special Poison: On a successful
stinger attack, save vs.
poison or fall to the ground
limp for 1d4 rounds.
Drop: Will carry poisoned
prey away from a fight, or Xandrian
drop them from a height Octopus-faced, mauve-skinned
after flying directly psionic overlord. Guarded by
upwards for 1 turn, for 6d6 dominated servants. Not cruel, but
damage. punish any who question their place
at the centre of the world. They suck
the brains out of stunned victim’s
skulls, absorbing their ideas.
# 1d4
Attacks Nil
Safe zone 4 (psychic intrusion)
Armour Nil or as armour
HP 68
Morale 15
Treasure Magical
type
Special Mind blast: All within area
of effect save vs. wands or
are stunned and unable to
act for 3d4 rounds.
Manifest psionic powers as
an eighth-level psionicist.
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Monster list
Zombie Bandit
Animated corpses, desperate to Thieves who prey on travelers and
devour brains. If they manage to isolated dwellings.
devour enough, they will develop
intelligence and regenerate their # 4d4
rotten flesh. Attacks 1d6 (sword) or 1d8 (bow)
# 3d8 Safe zoneNil
Attacks 1d8 (bite) Armour 12 slashing & piercing
(leather)
Safe zone 8 (save vs. turning) HP 4
Armour Nil or as armour Morale 9
HP 9 Treasure Leavings
Morale 14 type
Treasure Leavings Special Nil
type
Special Immune to charm, sleep,
hold, poison and cold.
Infectious: If killed by a
zombie, rise again as a
zombie.
Knight
Armoured, mounted, questing or
serving their lord.
# 1d4
Attacks
Safe zone Nil
Armour 16 mundane (plate)
HP 9
Morale 14
Treasure Belongings
type
Special Charge: Double damage if
attacking on horseback.
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Monster list
Soldier
Armed and organised militia in
defence of their home.
# 10d10
Attacks 1d6 (sword)
Safe zoneNil
Armour 14 piercing & slashing
(scale)
HP 4
Morale 10
Priest Treasure Belongings
On a mission from their god, usually type
in priestly raiment fit for travelling. Special Nil
# 1d8
Attacks 1d6 (mace)
Safe zone 1 (death magic)
Armour Nil
HP 14
Morale 10
Treasure Belongings
type
Special Priestly spells at fourth-
level, once per watch.
Wizard
Enrobed and entitled, these wise folk
are often too busy to notice the
common folk.
# 1d2
Attacks Nil
Safe zone 2 (wizardly magic)
Armour Nil
HP 10
Morale 10
Treasure Magical; possesses a
type spellbook.
Special Wizardly spells at fourth-
level, memory of 6.
108
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Spells & powers
110
Wizardly spell list
Wizardly spells of 1st on the ice are more likely to fall off
nearby edges, and are more
level vulnerable to pushing or pulling.
Cantrip
Level 1
School All schools
Range Special
Duration 1 hour / level
Casting 1
Time
Alarm bell Caster manifests minor magical
Level 1 effect, such as creating ethereal
School Abjuration music, emboldening faded colors,
juggling balls across their knuckles,
Range Ranged puffs of wind that can flicker candles,
Duration Half a watch / level flavouring bland food, strengthening
bad smells, or sweeping dust under
Casting 1 round rugs. They can impress small children
Time and common folk, brighten dreary
The selected area up to a 20 foot cube lives, and make housekeeping
reacts to the presence of any physical simpler, no more.
creature larger than a normal rat.
When any such creature enters,
touches or contacts it without
speaking a password established by
the caster, a loud ringing is let out
heard clearly within 60 feet, for 1
round.
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Wizardly spell list
All creatures affected can hear a An arc of flame bursts from the
whispered message of 25 words, caster’s fingers, causing all in range to
regardless of distance. They may suffer 1d6+1 damage (+1 / level). A
whisper a reply, once. succcessful save vs. wands reduces
112
Wizardly spell list
Familiar spirit
Level 1
School Conjuration
Range 1 mile / level
Duration Eternal
Casting 2d12 hours
Time
The wizard summons a cat, frog, False reputation
ferret, crow, hawk, snake, owl, raven, Level 1
toad, weasel, mouse, or other
similarly small creature as their School Enchantment
familiar. A familiar is cleverer and Range Self
longer-lived than a typical animal,
and the wizard can command it Duration 1 hour + 1 hour / level
telepathically up to a mile away. The Casting 1
wizard and familiar cannot sense Time
through one another. A familiar
typically has 1d4+1 HP, and if it dies, All those within a 60 foot radius of
twizard permanently loses 1 point of the caster act as if the caster has 1
Constitution. reputation per level of the caster, for
the purpose of reaction rolls. When
Roll twice on this table to determine a the spell wears off, the creatures
familiar's personality, then its type realize they have been influenced,
based on animals suitable to the area and react accordingly.
where it was summoned:
d20 Personality Type Featherbones
1-2 Contrary Magical or Level 1
unusual School Alteration
3-6 Reluctant Unpleasant or Range Ranged
scavenger
Duration 1 round / level
7-15 Lazy Common or
friendly Casting 1
Time
15-19 Obedient Beautiful or
charming Affected creatures or objects assume
19-20 Proactive Magnificent or the mass of a feather; affecting their
noble falling speed and negating fall
damage. The spell affects all in a 10-
A magical or unusual familiar might foot cube.
be a winged cat or a fae-dragon. A
magnificent familiar might be an
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Wizardly spell list
114
Wizardly spell list
115
Wizardly spell list
116
Wizardly spell list
117
Wizardly spell list
118
Wizardly spell list
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Wizardly spell list
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Wizardly spell list
Illusory grove
Level 4
School Alteration
Range Ranged
Duration Indefinity
Casting 4
Firewall Time
Level 4
Up to 10 willing creatures in a 10 foot
School Evocation cube are transformed into trees.
Range Ranged When struck, the trees will bleed.
Duration Special Transformed targets are aware of
their immediate surrounds and still
Casting 4 require food, water, and rest as
Time normal.
A wall of fire 20 feet square per level
of the caster springs up vertically.
One side of the wall causes 2d4
damage to creatures within 10 feet
and 1d4 damage to creatures within
20 feet of it. It inflicts 2d6 damage + 1
per caster level on any passive
through it.
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Wizardly spell list
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Wizardly spell list
Creation Sending
Level 5 Level 5
School Conjuration School Necromancy
Range Ranged Range Unlimted
Duration Permanent Duration 25 words
Casting 1 turn Casting 1 turn
Time Time
Create an object no more than 1 cubic Send a 25 word message to anyone
foot in size per level of the caster. The whose name and appearance you
fancier material, the longer it takes, know. If they are on a different plane,,
doubling in time from 1 round in this there is 1-in-6 chance it will arrive
order: wood, stone, crystal, metal, scrambled.
gems, elf-steel, adamant.
Teleport
Door Level 5
Level 5 School Conjuration
School Alteration Range Touch
Range Ranged Duration Instantaneous
Duration 1 hour + 1 turn / level Casting 2
Casting 5 Time
Time
Instantly teleport yourself and
Open a passage through wooden, anything you touch (up to 250 lbs +
plaster, or stone walls. The passage is 150 lbs per lever above 10th), to a
5 feet wide, 8 hight, and 10 deep. well-known location. If the caster is
not intimately familiar with the
destination, there is a 4-in-6 chance
Forcewall of them and their passengers
Level 5 appearing somewhere unintended
School Evocation and dangerous. If the caster has never
seen the destination, it is a 5-in-6
Range Ranged chance.
Duration 1 turn + 1 turn / level
Casting 5
Time
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Priestly spell list
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Priestly spell list
Command
Level 1
Beastfriend Sphere Charm
Level 1 Range Ranged
Sphere Animal Duration 1 round + 1 round / level
Range Ranged Casting 1
Time
Duration Permanent Sacrifice None
Casting 1 hour
Time Command another creature in a
Sacrifice Food the animal likes single word understood by the
creature. They will obey to the best of
The animal follows the caster about. their ability, so long as it does not
The caster can teach the befriended cause them or those in their care
animal three tricks or tasks, which immediate harm. If a creature has HP
each take a week of training. Animals equal to 20 x caster level, they make a
always sense ulterior motives, and the saving throw vs. domination to shake
spell fails if the caster does not off the effect.
genuinely want friendship with the
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Priestly spell list
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Priestly spell list
127
Priestly spell list
128
Priestly spell list
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Priestly spell list
The target's skin becomes as rough Create simple food and water that
and hardy as a tree, giving them 12 lasts until the next dawn: bread, wine,
mundane armour. This increases by 2 fish, beans, etc. You can feed four
every four levels of the caster. people for 1 day, per caster level.
Additionally, saving throws vs. steel
are at advantage. Cure disease
Level 3
Sphere Death
Range Touch
Duration Permanent
Casting 1 round
Time
Sacrifice The life of an innocent
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Priestly spell list
Hold animal
Level 3
Sphere Animal
Range Ranged
Duration 2 rounds / level
Casting 6
Time
Sacrifice A small, straight piece of
iron.
then die eternally, unable to be
resurrected again. 1d4 human-sized creatures in the
area of effect must save or are held
rigidly immobile.
Divine sculptor
Level 3 Lightning Strike
Sphere Earth Level 3
Range Touch Sphere Weather
Duration Permanent Range Ranged
Casting 1 round Duration 1 turn / level
Time
Sacrifice A clay vessel Casting 1 turn
Time
Sacrifice Lightning-struck wood
Caster reforms up to 3 (+1 per level)
cubic feet of stone to suit their
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Priestly spell list
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Priestly spell list
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Priestly spell list
134
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Psionic powers list
Turn rock of an sort into an equal also retrace their steps to the
volume of mud, up to a 20 foot cube location.
per caster level. The depth of the mud
cannot exceed 20 feet. Folk trapped in Adrenaline
the mud, sink at ¼ of their height per
round. Type Devotion
Discipline Psychometabolism
Psionic devotions Ability Constitution
Cost 8 (4)
Absorb ill Range Self
Type Devotion Meditation 0
Discipline Psychometabolism
Ability Constitution Psionicist controls the adrenaline in
Cost 12 their system, gaining 1d6 points they
can distribute to their Strength,
Range Touch Dexterity, or Constitution scores for
Meditation 0 the duration. On a critical success,
they add 1d6 to all three ability scores
for the duration.
Psionicist removes disease from
target creature, taking it into
themselves. On a critical success, the Animate object
disease is destroyed by the Type Devotion
psionicist’s immune system;
otherwise, it infects the psionicist. Discipline Psychokinetics
Ability Intelligence
Absolute navigation Cost 8 (3)
Type Devotion Range Ranged
Discipline Clairsentience Meditation 0
Ability Intelligence
Cost 4 (7/hour) An inanimate object up to one
hundred pounds in weight comes to
Range 0 live, moving clumsily, like a puppet.
Meditation 0 The object can attack as if with a club,
as if the psionicist was attacking.
Psionicist always knows their position
relative to the location at which this
power was first manifested (e.g., 100
yards north). This power cannot help
the psionicist retrace their steps. This
largely serves as an adjunct to other
powers such as teleportation, astral
travel, and telepathic contact. On a
critical success, the psionicist can
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Psionic powers list
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Psionic powers list
138
Psionic powers list
139
Psionic powers list
half the target's level or twice their though. On a critical success, the
HP, rounded up. To avoid being effect lasts up to a day.
contacted, a target must save vs.
domination. Unwilling psionicists or
psionic creatures must be defeated in
a psychic duel to establish contact.
Dreamwalking
Type Devotion
Discipline Psychoportation
Ability Wisdom
Cost 1 / 3 watches of travel
Range 500 miles Empathy
Meditation 0 Type Devotion
Discipline Telepathy
The psionicist sleeps and dreams they Ability Wisdom
travel from their present location to
another location within range. They Cost - (1)
may take a number of passengers Range Unlimited
equal to their level, but the ability Meditation 0
check is made with disadvantage. On
a full success, the psionicist and their
passengers arrive a their destination Sense basic needs, drives and
when they wake. On partial success, emotions in any mind within range.
they fall short. Dreamwalks take This includes thirst, hunger, fear,
about eight hours to complete, fatigue, pain, rage, hatred,
regardless of success. uncertainty, curiosity, hostility,
friendliness and love. The psionicist
can identify the subject of the
Ectoplasmic Form emotion (i.e. Who is loved, or who is
Type Devotion hated) in a contacted target, or in all
Discipline Psychometabolism within range on a critical success.
Ability Constitution
Empathic projection
Cost 9 (9)
Type Devotion
Range Self
Discipline Telepathy
Meditation 1
Ability Wisdom
Become ghostlike. The psionicist is Cost - (4)
visible as a wispy outline and moves Range Unlimited
normally, but can pass through solid Meditation 1
material easily. The psionicist's
backpack does not become ghostlike,
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Manipulate flesh
Type Devotion
Discipline Psychometabolism
Ability Constitution
Cost 6 (1)
Range Self
Meditation 0
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The psionicist's needs for food, water, The psionicist or individual they
and sleep are suppressed in exchange choose becomes invisible to all
for an hour of meditation each day. contacted targets, but remains visible
They can survive a number of days to everyone else.. On a critical
equal to their level or 5 days, success, the invisible person is cannot
whichever is higher. Afterwards, they be heard, touched, or smelt.
must rest for one day for every two
they were deprived. Sight link
Type Devotion
Retrospection
Discipline Telepathy
Type Devotion
Ability Constitution
Discipline Clairsentience
Cost - (5 / turn)
Ability Wisdom
Range Unlimited
Cost 120
Meditation 1
Range Ranged
Meditation 10
The psionicist can see through a
contacted target’s eyes for the
The psionicist delves into universal, duration. There is a variation of this
pervasive memory to find the answer devotion that allows hearing rather
to one question. On a full success, than sight to be linked. On a critical
they receive a complete but vague success, both sight and hearing are
answer. On a partial success, the linked.
answer is vague or incomplete. On a
critical success, the answer is specific Steelskin
and complete. Any memories the
psionicist draws from bear marks of Type Devotion
the personalities that created them. Discipline Psychometabolism
Memories can have personalities of
their own, and may be angered by an Ability Constitution
intrusion after centuries of peace, or Cost 4
delighted at the chance for the truth
to be known. Range Self
Meditation 0
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Mental blockade
Psionic stances Type Stance
Blasting will Discipline Telepathy
Type Stance Ability Wisdom
Discipline Telepathy Cost 4
Ability Wisdom Range Ranged
Cost 7 Meditation 0
Range Ranged
Meditation 0 An unassailable haven of superego
stands between you and your target,
protecting you and all allies you
A barrage of sensory input stands touch. This stance can be used in a
between you and your target. This psionic duel, or can be used against a
stance can be used in a psionic duel, contacted mind to strike directly at
or can be used against a contacted their beliefs. They must save vs.
mind by blasting them with domination or believe they have lost
sensation. They must save vs. all but 3 HP, and will pass out if hit
domination or be paralysed for 1d4 again.
rounds and suffer 1d8 + your level in
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Bodyswap
Type Science
Discipline Telepathy
Whipping voices Ability Constitution
Type Stance Cost 30
Discipline Telepathy Range Touch
Ability Wisdom Meditation 0
Cost 4
Range Ranged Switch bodies with a contacted target.
No knowledge is transferred. A
Meditation 0 swapped body deteriorates, losing 1
Constitution point per day. If its
Constitution drops to zero, the body
A chorus declaring the worthless of dies. Lost Constitution is only
all their acts according to their restored when the bodies are swapped
deepest anxieties stand between you back, which becomes harder with
and your target. This stance can be lowered Constitution. On a critical
used in psionic duel, or can be used success, Constitution only
against a contacted mind to daze deteriorates at a rate of 1 point per
them for 1d4 rounds. A dazed target week.
has disadvantage on all rolls and
cannot cast spells above first-level
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Clairvoyance Dominate
Type Science Type Science
Discipline Clairsentience Discipline Telepathy
Ability Wisdom Ability Wisdom
Cost 7 (4/round) Cost - (5 / target)
Range See description Range Ranged
Meditation None Meditation 2
A wispy and intangible, but otherwise Any energy attack such as electricity,
identical, copy of the psionicist steps fire, cold, and sound is absorbed into
out of their body. The psionicist sees the psionicist's body. They glow
and hears only what the clone sees brightly for a number of rounds equal
and hears, but can still smell, taste, to the damage absorbed. On a critical
and touch from their own body. While success, they may redirect this energy
the clone is manifested, the psionicist at a target within ranged rank for 2d6
cannot move or act, but must do so damage.
through the clone. The clone is
impervious to all forms of attack. On
a critical success, the clone can travel
through walls and other solid objects.
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Enpocket Psychosurgery
Type Science Type Science
Discipline Psychoportation Discipline Telepathy
Ability Intelligence Ability Intelligence
Cost 30 (10) Cost - (10)
Range Ranged Range Touch
Meditation 0 Meditation 10 rounds
Explode
Type Science
Discipline Psychokinetics
Ability Constitution
Cost 18
Range Ranged
Meditation 0
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Metabolic Tap
attack. Type Science
Discipline Psychometabolism
Memory Probe Ability Constitution
Type Science Cost 11 (5)
Discipline Telepathy Range Touch
Ability Wisdom Meditation 0
Cost - (9)
Range Ranged The psionicist drains 1d6 HP per
Meditation 0 round from a contacted target to
replenish their own. The psionicist
may drain more HP than their
Perceive surface, active thoughts in a maximum, but this bonus HP only
contacted target. Find memories and lasts for one watch. On a critical hit,
knowledge in a mindlinked target. the psionicist can drain 2d6 HP per
The psionicist may learn the answer round.
to one simple question per round.
Complex questions take longer. The
psionicist cannot understand
thoughts in a language they do not
already speak.
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Sensitivity
Type Science
Discipline Clairsentience
Ability Wisdom
Objectology
Cost 12 (2)
Type Science
Range 0
Discipline Clairsentience
Meditation 0
Ability Wisdom
Cost 16 The psionicist perceives the residue
Range Touch of powerful emotions in their current
Meditation 0 location, offering a picture of the
location's past. Only events that leave
a strong psychic residue are
Detect impressions left on an object detectable. Understanding is vague,
by a previous owner. Choose from shadowy, and dreamlike, but the
these options: Heritage, gender, age, dominant emotions involved are
ethos, how last owner lost the item, clear. On a full success, they note two
how last owner gained the item. On a events. On a partial, they note one
partial success, pick two. On a full event. On a critical, they gain an
success, pick four. On a critical unusually clear understanding of
success, learn all the above about two three events.
owners.
Shadow-form
Punch Type Science
Type Science Discipline Psychometabolism
Discipline Psychokinetics Ability Constitution
Ability Constitution Cost 12 (3)
Cost 10 Range Self
Range Ranged Meditation 0
Meditation 0
The psionicist transforms into a living
Manifest a psychokinetic punch shadow, along with their clothing,
against an opponent in range. On a armour, and backpack (if they're
partial success, iit causes 1d6 damage unencumbered). They can blend into
and can trigger traps, throw levels, other shadows and zip through areas
open doors, and break windows. On a of darkness or shadow. Areas of open
full success, it causes 2d6 damage or light are impassable. They are
can knock a man-sized or smaller undetectable except by psychic
target over. On a critical success, it means.
causes 3d6 damage or can knock a
huge target over.
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Psionic powers list
Telekinesis Teleport
Type Science Type Science
Discipline Psychokinetics Discipline Psychoportation
Ability Wisdom Ability Intelligence
Cost Special Cost 10 / 10 yards; 20 / 100
Range Ranged yards, 30 / 1000 yards, 40
/ 5.6 miles, 50 / 56 miles.
Meditation 0 Range Self
Meditation 0
Move object through space without
touching them, up to 60 feet per
round. Initial cost is equal to weight The psionicist teleports to a location
in pounds. Maintenance cost is half they know well and can clearly
that, rounded down. On a full success, picture in their mind. Clothing and
you can move it with agility and equipment are brought along, but not
speed, giving advantage on attacks one's backpack or any restraints. You
with the object. On a partial success, can teleport any distance, with an
the object can only be moved. On a initial cost that increases by 10 per
critical success, lift a second item of multiple of 10, starting at 10 psi pool
equal or lesser weight for the same for 10 yards, and increasing to 50 psi
cost. for 10,000 yards (56 miles), 110 psi for
10,000,000,000 yards (or roughly
travel to a neighboring planet. (ie.
Count the zeroes in the distance
you’re travelling, in yards). On a
155
Changelog
156
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