Professional Documents
Culture Documents
Designed by Illustrations by
Timothy Fogarty Daniel Comerci
qstmkr@gmail.com danielcomerci.com
Thank you to Daniel Comerci, whose art helped inspire the concept of Plight.
The hexmap on page 35 was generated using Watabou’s Procgen Arcana. This
tool is extremely useful to creators and players of RPGs alike. For more
information go to watabou.github.io.
The procedures for traveling and delving are altered versions of the Hazard
System v0.3 designed by Necropraxis and are made available via Creative
Commons Attribution 3.0 Unported license.
Lyrics from Barael’s Blade by the Sword are reprinted with permission from the
songwriter. Thank you to John D. Cronise.
This game could not have been made without the help and friendship of Dave
Deaver, Zach Hilton, Ryan Marth, and Andrew Miller.
For Quinn.
The dwarves have retreated to their underground mines and gilded cities. “The best
place for a dwarf is under-mountain,” the wisest have been known to say. Smithing
weapons and erecting defenses has always been the best use of dwarven time. They never
trusted the elves anyway.
The elves have returned to the forests. High atop their tree-based fortresses, they keep the
humans at range. They consider mankind to be selfish usurpers of the land. “Man won’t
stop until they’ve colonized the lot,” is the collective belief. Elves are a vigilant sort.
The humans of the Realm have raised large, wooden palisades about their great cities
and castles. They look to the mountains and wonder “what crude plans must the
dwarves be plotting?” Man never valued gold over steel. They think it a pity that
dwarves do.
War seems imminent. And yet, there are dangers afoot, far beyond the cruelty of dwarf,
elf, and man. Dangerous creatures hide in plain sight, ready to take advantage of an
unsteady affair. All seems foul.
It is not. There are still opportunities abound. For the courageous few, there is coin to be
made. Ancient treasures and powerful relics lie in wait in the hidden ruins of
civilizations past. Bands that delve these darkened dungeons have been known to make
a mint, but usually at a cost. Blood is not cheap.
8
Fundamentals
How To Play What Is Needed
Plight is a traditional fantasy role • A set of polyhedral dice
playing game in a war-bound • Pencils and erasers
kingdom. One person is the Arbiter. • Plight PDF Playkit*
They describe the situations that the
characters are in. The Players ask *The Plight PDF Playkit consists of a
questions of the Arbiter and take character sheet, as well as thematic
actions by way of their characters. mapping sheets and other materials.
The Arbiter decides what happens or It is available online at qstmkr.itch.io.
if dice are required to gauge success If you do not have access to the
in dangerous situations. playkit, regular paper, graph paper,
and 1” hexagon graph paper will
Alternatively, Plight can be played in suffice.
solitaire. The Player utilizes the
Oracles to generate the situations
that their characters are in, as well as Dice Code
elaborate on the narrative in lieu of Plight uses standard RPG dice code.
an Arbiter. Example:
9
Create A Character
Name & Background Hit Protection
First, name your Player Character Roll d6 to determine your starting
(PC), and choose or roll on the and maximum Hit Protection (HP).
background table below. This reflects your character’s ability
Alternatively, you may create your to avoid damage in combat. HP does
own background, keeping it to one not indicate a character’s health or
or two words (e.g. Noble, Mason, fortitude, nor do they lose it for very
Bounty Hunter). A character’s long. If an attack takes a character’s
background informs their potential HP exactly to 0, the character
knowledge and skills. receives a Mark (pg. 20).
Species
Background (d20) There are three possible species to
1 Alchemist 11 Mercenary choose from: Dwarf, Elf, and
2 Blacksmith 12 Merchant Human. Your choice will dictate how
Non Player Characters (NPC) react
3 Burglar 13 Miner to your presence in certain areas, as
4 Butcher 14 Outlaw well as affect the dynamic of your
5 Carpenter 15 Performer band. This becomes more apparent
as wartime draws near.
6 Cleric 16 Pickpocket
7 Gambler 17 Pit Fighter Your decision will also adjust your
8 Gravedigger 18 Ranger starting attributes:
9 Herbalist 19 Servant • Dwarf: STR +1, INT -1
10 Hunter 20 Smuggler • Elf: DEX +1, STR -1
• Human: INT +1, DEX -1
Attributes
Your character has three basic
attributes. These are a measurement
of your character’s strengths and
weaknesses. Roll 3d6 in order for
each:
10
Character Features
Roll on the following table to define your character’s physical features.
Character Traits
Roll on the following table to establish your character’s traits.
11
Starting Equipment
Your character starts with: Armor (d6)
Weapon (d6)
Trinkets are sentimental in nature, but otherwise worthless. They do not take up
an inventory slot, and may be replaced with an item of equal sentiment. A
trinket’s purpose is to further develop the background of the character.
Trinkets (d20)
1 Bag of Marbles 11 Orc Tusk
2 Broken Sword Hilt 12 Ornate Key
3 Embroidered Handkerchief 13 Perfume
4 Fake Jewels 14 Petrified Dragon Egg
5 Fool’s Gold 15 Signet Ring
6 Good Luck Coin 16 Sketch of a Loved One
7 Holy Brooch 17 Small Religious Idol
8 Land Deed 18 Smoking Pipe
9 Music Box 19 Trick Dice
10 Old Family Crest Patch 20 Urn with Ashes
12
Gear (d20)
1 Air Bladder 11 Manacles
2 Ball Bearings 12 Mirror
3 Bedroll 13 Pick
4 Cart (+4 slots) 14 Pole (10ft)
5 Chain (10ft) 15 Pulley
6 Fire Oil 16 Rope (25ft)
7 Grappling Hook 17 Sack
8 Ladder (10ft) 18 Spyglass
9 Large Trap 19 Tinderbox
10 Lockpicks 20 Tent (fits 2)
Tools (d20)
1 Bellows 11 Grease
2 Bucket 12 Hammer
3 Caltrops 13 Hourglass
4 Chalk 14 Lock and Key
5 Chisel 15 Metal File
6 Cooking Pots 16 Nails (x25)
7 Crowbar 17 Net
8 Drill 18 Saw
9 Fishing Rod 19 Shovel
10 Glue 20 Spike
2 Weapon
3 Gear
4 Tools
13
Rules
Checks Time
A check is a roll to avoid a bad The passage of time is measured in
outcome from a risky choice with three conceptual durations:
circumstances. PCs roll d20 for an
appropriate attribute. If they roll • Turn: Used during combat and
equal to or under that attribute, they roughly equals 10 seconds. A
succeed. Otherwise, they fail. A 1 is character can usually take a major
always a success. A 20 is always a and minor action during a turn
failure. (e.g. move 25ft and melee attack).
• Round: This duration of time is
utilized during delving and equals
Advantage & 10 minutes. Most actions require 1
round (e.g. combat, moving,
Disadvantage searching).
When attempting a check your PC is • Watch: Used to quantify the time of
well prepared for, the Arbiter may day. There are four watches to a
grant advantage to the roll. Roll 2d20 day, and each equals about 6 hours.
and keep the lower of the two results. They are Morning, Afternoon,
Evening, and Night. Most activities
Likewise, if attempting a check while
require 1 watch (e.g. exploring,
ill-equipped or in a bad situation, the
foraging, hunting).
Arbiter may task you with
disadvantage. Roll 2d20 and keep the
higher of the two results. Healing & Rest
There are three ways a character can
recover:
14
Deprivation & Fatigue All PCs are assumed to have basic
clothing, fitting their lifestyle, and a
A PC deprived of a crucial need
(such as food or rest) is unable to waterskin. These items do not
recover HP or attributes. Anyone occupy inventory slots and are not
deprived for more than a day kept track of.
adds “Fatigue” to one of their
inventory slots, one for each day.
Each Fatigue lasts until they are able Armor Rating
to take a long rest (such as a full Each piece of armor equipped has a
night’s sleep in a safe spot). PCs can value that contributes to a
also gain Fatigue by casting spells, or character’s total Armor Rating (AR).
through events in the playing of the When added together to determine
game. AR, any fractions of a point are
disregarded (e.g. a 2.25 equals an AR
of 2). Before calculating damage to
Inventory HP, subtract the target’s
Armor Rating from the result of
Characters have one half their max
STR +10 inventory slots. Most items damage rolls. No one can have more
take up one slot, while bulky items than a 3 AR.
occupy two and are typically two-
handed or awkward to carry. Tiny
items can be combined three to a slot. Wealth & Treasure
Slots are abstract and can be Wealth in Plight is measured in
rearranged at the Arbiter’s coin (c). Treasure is highly valuable,
discretion. Anyone carrying items usually bulky, and rarely useful
that fill their inventory to capacity beyond its value. It can be a lure,
are encumbered. When encumbered, taking PCs to exotic and even
characters cannot run, and make dangerous locations, and is often
checks with disadvantage. Carts under the protection of intimidating
(which must be pulled with both foes. Villages, strongholds, and
hands), horses, or mules can increase ports-of-call barter and trade based
inventory. Hirelings can also be paid on the local rarity and value of an
to carry equipment. item or commodity.
15
Hirelings
PCs can enlist hirelings to aid
them. Hirelings cost between
1-50c per day, depending on
skill and specialization. To
create a hireling, choose an
appropriate role from the
Hirelings table in the Market
(pg. 43). Roll 3d6 for each
attribute, and d6 for their HP.
Give them equipment
appropriate to their station,
then roll on the Character
Traits tables to further flesh
them out.
Reactions
When the PCs encounter an
NPC whose reaction to the
party is not obvious, the
Arbiter may make a reaction
roll on the table below.
Reaction (2d6)
2 Hostile
3-5 Wary
6-8 Curious
9-11 Kind
12 Helpful
16
17
Combat
Initiative Attacking & Damage
Players take their turn before enemy The attacker rolls their weapon die
NPCs. If there is a risk for the PCs to and subtracts the target’s AR, then
be surprised, each Player must make deals the remaining total to their
a DEX check or skip their first turn. opponent’s HP. Unarmed attacks
always do d4 damage. Ranged
weapons cannot be used within
Actions melee range.
On their turn, the Players may take
one major action and one minor
action per character. Optionally, PCs Multiple Attackers
can take two minor actions. The If multiple attackers target the same
Arbiter has final say on what is a foe, roll all damage dice and keep the
major or minor action in the given single highest result. The chosen die
situation. A good “Rule of Thumb” is is an abstract result of all damage
a major action can make a difference done by attacking characters.
on a battlefield, while a minor action
can lead to said difference maker.
Attack Modifiers
Examples of major actions: If fighting from a position of
disadvantage (such as through cover
• Melee weapon attack or with bound hands), the attack
• Ranged weapon attack is impaired and the attacker must roll
• Cast spell d4 damage instead of the weapon’s
• Flee combat normal damage die.
18
Blast Critical Damage
Attacks with the blast quality affect Damage that reduces a target’s HP
all targets in the noted area, rolling below zero decreases a target’s STR
separately for each affected by the amount remaining. They must
character. Blast refers to anything then make a STR check to
from explosions, to huge cleaving avoid critical damage. Additionally,
onslaughts, to the impact of a some enemies will have special
meteorite. If unsure how many abilities or effects that are triggered
targets are affected, roll the related when their target fails a critical
damage die for a result. damage check. Any PC that suffers
critical damage cannot do anything
but crawl, grasping for life. If given
aid and rest, they will stabilize. If left
untreated, they die within the hour.
19
Attribute Loss Detachments
If a PC’s STR is reduced to 0, they Large groups of similar combatants
die. STR loss is generally due to fighting together are treated as a
combat damage. single detachment. The Arbiter may
dictate the STR, HP, AR, and attack
If a PC’s DEX is reduced to 0, they are die (d6, d8, or d10) of the unit based
paralyzed. DEX loss is generally due on it’s size, power, and equipment.
to anything that can impair your When a detachment takes critical
character’s movement or agility (e.g. damage, it is routed or significantly
certain damaging traps). weakened. When it reaches 0 STR, it
is destroyed.
If a PC’s INT is reduced to 0, they are
delirious. INT loss is generally due to Attacks against detachments by
certain arcane damages or high individuals are impaired (excluding
stress. blast damage) and deal d4 damage
instead of their normal damage die.
Complete DEX and INT loss renders
the character unable to act until they Attacks against individuals by
are restored through extended rest or detachments are enhanced and deal
by extraordinary means. When a blast damage. This damage is d12
character dies due to STR loss, the instead of the detachment’s normal
Player is free to create a new damage die.
character or take control of a hireling.
They immediately join the party in
order to reduce downtime. Grid Combat
For a more tangible experience,
miniatures can be used to help
Morale visualize the engagement. If no
Enemies must pass an INT check to terrain miniatures are available, you
avoid fleeing or surrendering when may utilize a hexmap. A single
they lose half their numbers. Some hexagon equals 5ft. This means that a
groups may use their leader’s INT in single PC may move up to 5 hexes
place of their own. Lone foes must (25ft) as a minor action.
make an INT check when they’re
reduced to 0 HP. Morale does not
affect PCs. Marks
When an attack reduces a PC’s HP to
exactly 0, they are uniquely
Retreat impacted. Look up the result on the
Running away from a dire situation table (to the right) based on the
always requires a successful DEX damage received that reduced the PC
check, as well as a safe destination to to 0 HP.
run to.
Example: A PC with 3HP and 3 AR is
Failing said DEX check during a attacked for 6 damage. The total amount
melee will leave the character open of damage received is 3. The character is
to possible attacks. “Breathless” according to the table.
20
Damage Marks
Scar: A glancing blow draws blood.
Roll d6. The result receives a permanent scar.
1 1: Neck/2: Hand/3: Eye/4: Chest/5: Leg/6: Ear
Roll d6. If the total is higher than your max HP, take the new result.
Concussed: The force of the blow leaves you disoriented.
2 Roll d6. If the total is higher than your max HP, take the new result.
Breathless: You’re sent flying and land hard, leaving you winded.
3 You are deprived until you can take a long rest. Roll d6. If the total
is higher than your max HP, take the new result.
Fracture: The impact coincides with the sound of a breaking bone.
Roll d6. The result is fractured. 1: Rib/2-3: Leg/4-5: Arm/6: Skull
4 Roll 2d6. If the total is higher than your max HP, take the new
result.
Diseased: The wound becomes afflicted with an uncomfortable infection.
5 You are deprived until you can take a long rest. Roll 2d6. If the total
is higher than your max HP, take the new result.
Head Wound: The blow knocks you unconscious.
When you wake, roll d3. 1: STR/2: DEX/3: INT
6 Then roll 3d6. If the total is higher than your current attribute, take
the new result.
Hamstrung: The attack leaves you limping and barely mobile.
7 You are deprived until you can take a long rest. Roll 3d6. If the total
is higher than your max DEX, take the new result.
Deafened: The force of the blow leaves your ears ringing. You cannot
8 hear anything until you find extraordinary aid.
Make an INT check. If you pass, increase your max INT by d4.
Trauma: Some hidden part of your psyche is knocked loose.
9 Roll 3d6. If the total is higher than your max INT, take the new
result.
Sundered: The attack severs or cripples an appendage, forcing you to
overcompensate your power into your remaining limbs.
10 You require a full rest. Roll d2. The result is useless. 1: Arm/2: Leg
Roll 3d6. If the total is higher than your max STR, take the new
result.
Mortal Wound: The attack leaves you out of action and bleeding out.
You require a full rest. You die in one hour unless treated.
11 Roll 3d6. If the total is higher than your max HP, take the new
result.
Doomed: Death seemed ever so close, but somehow you survived.
You require a full rest. If your next save against critical damage is a
12 fail, you die horribly. If you pass, roll 3d6. If the total is higher than
your max HP, take the new result.
21
Combat Example The Gnoll has 5 HP, but 1 AR. Therefore,
the 5 points of damage are reduced by 1
Ryan and Melissa have discovered a dark
cave by way of their characters, Stellan and the gnoll suffers 4 damage to it’s HP,
and Zephyria, respectively. They decide leaving it with 1 left in Hit Protection.
to light a torch and brave the dark.
Arbiter: The creature recoils from the
Ryan: I move forward into the cave attack, but moves forward with an
with my torch extended in my off- attack of it’s own. It attempts a stab
hand and my short sword at the against Stellan with it’s spear.
ready.
The Arbiter rolls a d8 for the spear attack
Melissa: I follow closely behind with and receives a 7! Ryan’s character has 2
an arrow nocked in my bow. AR and 4 HP. Therefore, the 7 damage is
reduced by 2 due to Stellan’s Armor
Arbiter: As the narrow cave widens Rating, and the remaining damage is
into a large open area, you smell the first distributed to his HP, then his STR.
faint trace of blood and see what Stellan’s HP drops to 0 and his STR
appears to be two eyes refracting the suffers 1 damage, reducing it to 14.
light of the torch about 40ft away. As
you get closer, you are able to make Arbiter: Make a STR check to avoid
out the silhouette of the object as critical damage.
humanoid in size, but hairy in
nature. You then hear a wheezing Ryan rolls a d20 with the hope of getting
giggle. equal to, or under 14. It’s a 17! Failure.
Ryan and Melissa must roll both dice Ryan: I try to crawl to safety. I hate
and keep the highest result due to gnolls!
attacking the same enemy. Ryan rolls a
d8 and Melissa rolls a d6. The best result Arbiter: The creature moves toward
is a 5. Zephyria as a minor action and bites
her as a major action.
22
The Arbiter rolls a d6 for the gnoll bite Melissa: I deliver a finishing blow.
attack and receives a 2. Zephyria has 3 Do I need to roll for damage?
HP and 1 AR. The damage is reduced by
1 and Zephyria suffers 1 to her Hit Arbiter: No need. It’s helpless. It dies
Protection. in a bloody mess.
23
Magic
Casting Spells
Anyone can cast a spell by holding a
spellbook in both hands and reading
it’s contents aloud. They must then
add a Fatigue to inventory,
occupying one slot. Given time and
safety, PCs can enhance a spell’s
impact (e.g. affecting multiple
targets, increasing it’s power, etc.)
without any additional cost. If the PC
is deprived or in danger, the Arbiter
may require the PC to make an INT
check to avoid any ill-effects from
casting the spell. The consequence of
failure is a random roll on the Arcane
Disaster table below.
3-4 The magic misfires and affects a friendly PC or NPC. That character also
develops some deformity (e.g. white hair, antlers, gains/loses height).
The spell backfires and affects you instead of your intended target. Your
5-6 PC also develops some deformity (e.g. can no longer smell, white eyes,
grows a tail).
8-9 The spell leaves you in need of sleep and food. Mark deprived.
10-11 An NPC witnesses your sorcery and attempts to report you to the
nearest character or faction of interest.
24
Spellbooks Relics
Spellbooks contain a single spell and Relics are items imbued with a
take up one slot of inventory. They magical spell or power. They do not
cannot be transcribed or created; cause a Fatigue. Relics usually have a
instead they are recovered from limited use, as well as a recharge
places like tombs, dungeons, and condition. A few examples:
manors.
• Ventriloquist Band: A small ring
Spellbooks sometimes display that when worn causes a creature
unusual properties or limitations, to loudly and clearly repeat
such as producing a foul or everything you think. 1 charge. To
unearthly smell when opened, recharge, keep ring in your closed
possessing an innate intelligence, or mouth for 1 watch.
being legible only when held in
moonlight. They will attract the • Phase Cloak: A hooded cape that
attention of those who seek the gives the wearer the ability to walk
arcane power within, and it is through up to 1ft of solid matter.
considered dangerous to display 1 charge. To recharge, soak in
them openly. running water for 1 watch.
25
Magical Effects
Along their travels, characters may find enchanted relics, interesting potions, or
one-of-a-kind scrolls. The Arbiter may imbue them with the included spell list
(pg. 28), or generate a new magical effect utilizing the tables on these two pages.
First, roll on the template table below. Next, roll on the tables associated with
the results of the template (to the right). The Arbiter is tasked with defining the
results into a new spell or power.
Template (d12)
1 [Physical Effect] + [Physical Form]
2 [Physical Effect] + [Ethereal Form]
3 [Ethereal Effect] + [Physical Form]
4 [Ethereal Effect] + [Ethereal Form]
5 [Physical Element] + [Physical Form]
6 [Physical Element] + [Ethereal Form]
7 [Ethereal Element] + [Physical Form]
8 [Ethereal Element] + [Ethereal Form]
9 [Physical Effect] + [Physical Element]
10 [Physical Effect] + [Ethereal Element]
11 [Ethereal Effect] + [Physical Element]
12 [Ethereal Effect] + [Ethereal Element]
26
d20 Physical Effect Physical Element Physical Form
1 Animating Acid Armor
2 Binding Bark Arrow
3 Consuming Blood Beast
4 Crushing Bone Blade
5 Diminishing Crystal Claw
6 Duplicating Flesh Crown
7 Expanding Fungus Elemental
8 Fusing Ice Gate
9 Grasping Insect Golem
10 Imprisoning Lava Hammer
11 Levitating Obsidian Key
12 Petrifying Oil Mask
13 Piercing Poison Monolith
14 Regenerating Sand Prison
15 Rending Serpent Sentinel
16 Resurrecting Stone Steed
17 Sealing Thorn Swarm
18 Shapeshifting Water Torch
19 Shielding Wine Trap
20 Transporting Wood Wall
27
d100 Spell Effect
28
d100 Spell Effect
21 Deafen All nearby creatures are deafened.
22 Detect Magic You can see or hear nearby magical auras.
Any of your body parts may be detached and
23 Disassemble reattached at will, without causing pain or
damage. You can still control them.
You may alter the appearance of one character
at will as long as they remain humanoid.
24 Disguise Attempts to duplicate other characters will
seem uncanny.
An object appears to be up to 15ft from it’s
25 Displace actual position.
The ground begins shaking violently.
26 Earthquake Structures may be damaged or collapse.
27 Elasticity Your body can stretch up to 10ft.
A straight wall of ice or fire 50ft long and 10ft
28 Elemental Wall high rises from the ground.
29
d100 Spell Effect
41 Icy Touch A thick ice layer spreads across a touched
surface, up to 10ft in radius.
Letters appear over the object you touch,
42 Identify Owner spelling out the name of the object’s owners, if
there are any.
43 Illuminate A floating light moves as you command.
30
d100 Spell Effect
A pit 10ft wide and 10ft deep opens in the
61 Pit ground.
A creature rapidly evolves into a future version
62 Primal Surge of it’s species.
An object of any size is pushed directly away
63 Push/Pull from you or pulled directly towards you with
the strength of one man.
A skeleton rises from the ground to serve you.
64 Raise Dead They are incredibly stupid and can only obey
simple orders.
The spirit of a nearby corpse manifests and will
65 Raise Spirit answer one question.
You can hear the surface thoughts of nearby
66 Read Mind creatures.
Two objects are strongly, magnetically repelled
67 Repel from each other within 10ft.
You can see through the eyes of a creature you
68 Scry touched earlier today.
An inanimate material behaves like clay in
69 Sculpt Element your hands.
Choose one kind of object (e.g. key, gold, arrow,
70 Sense jug). You can sense the nearest example.
A creature you touch is protected from
71 Shield mundane attacks for 1 minute.
31
d100 Spell Effect
A whirling blade flies from your chest, clearing
81 Spellsaw any plant material in it’s way. It is otherwise
harmless.
82 Spider Climb You can climb surfaces like a spider.
Once per second you may summon or banish a
83 Summon Cube 3ft wide cube of earth. New cubes must be
affixed to the earth or to other cubes.
You become a swarm of crows, rats, or
84 Swarm piranhas. You can only be harmed by blast
attacks.
85 Telekinesis You may mentally move one item under 60lbs.
Two creatures can hear each other’s thoughts,
86 Telepathy no matter how far apart.
An object or person you can see is transported
87 Teleport from one place to another in a 50ft radius.
An object you touch becomes the target of any
88 Target Lure nearby spell.
A thicket of trees and dense brush up to 50ft
89 Thicket wide suddenly sprouts up.
A carved stone statue the size of a mule rises
90 Summon Idol from the ground.
Time in a 50ft bubble slows down or increases
91 Time Control by 10% for 30 seconds.
92 True Sight You see through all nearby illusions.
93 Upwell A spring of seawater appears.
94 Vision You completely control what a creature sees.
A silent, immobile, room-sized illusion of your
95 Visual Illusion choice appears.
A silver circle 50ft across appears on the
96 Ward ground. Choose one species that cannot cross
it.
97 Web Your wrists shoot thick webbing.
A primitive version of a drawn tool or item
98 Widget appears before you and disappears after a short
time.
Your finger can shoot a stream of ulfire-colored
paint. This paint is only visible to you and can
99 Wizard Mark be seen at any distance, even through solid
objects.
100 X-Ray Vision You can see through walls, dirt, clothing, etc.
32
33
Traveling
Often, the characters may be given a task that takes them far from home. The
Arbiter can abstract travel if they wish, or they may utilize a hexmap. A single
hexagon equals 12 miles.
Watches
There are four watches to a day, and Travel Difficulty (d6)
each equals about 6 hours. They are
1 Encounter:
Morning, Afternoon, Evening, and PCs have a random
encounter.
Night. Most activities require 1
watch (e.g. exploring, foraging,
hunting). At the end of a watch, the Clue: PCs discover a clue that
Arbiter rolls on the table to the right 2 can lead to a point, person, or
creature of interest.
to add difficulty to the journey.
34
Seasons
It can be dangerous to travel in the dark. Depending on the season, it can get
dark earlier in the day.
Weather
The Arbiter rolls on the table below at the beginning of every day. Extreme
results may hinder the band’s progress.
35
Terrain
The Arbiter may plan their hexmap in advance, or can generate it in real-time
with the table below.
4 Hills Normal
6 Mountains Difficult
7 Plains Normal
8 Forest Normal
9 Rainforest Difficult
10 Swamp Difficult
*Lakes may have rivers leading to or from them. Roll d10 and draw a
river along the lines of unexplored hexes that many spaces. If there are
no unexplored hexes, then it is simply a lake and nothing more.
36
Activities
There are several activities that can be done while traveling:
• Delve: If a location has been discovered, PCs may enter it. The amount of time
that it takes can be 1 watch to several days, depending on the Arbiter. Delving
rules are listed on pg. 38.
• Explore: PCs may use 1 watch and an INT check to explore the current hex for
places, people, or things of interest that they would not have seen by simply
passing through. One check is made for the participating characters.
• Forage: PCs may search for fruit and vegetables to create food rations. This
requires 1 watch and an INT check. One check is made for the participating
characters. Success means d4 rations have been procured.
• Hunt: PCs may utilize 1 watch to hunt for wild game to convert to food
rations. This activity requires an INT check and appropriate hunting gear (e.g.
bow, spear, large trap, etc.). One check is made for the participating
characters. Success means d6 rations have been procured.
• Sleep: PCs may make camp and take a long rest for 1 watch. In conjunction
with a ration of food, a character’s HP will be restored. If HP was already full,
restore d6 to an attribute.
37
Delving
PCs will discover dangerous locations along their travels. Castles, dungeons,
caves, and sewers are all good examples of fantasy locations worth delving. The
Arbiter can abstract delving if they wish, or they may utilize a grid map using
graph paper.
Rounds
Time is kept track of in 10 minute Travel Difficulty (d6)
increments called rounds. Most
1 Encounter: PCs have a random
actions require 1 round (e.g. combat, encounter.
moving, searching).
Clue: PCs discover a clue that
At the end of a round, the Arbiter 2 can lead to a point, person, or
rolls on the table to the right to add creature of interest.
difficulty to the delve.
Fatigue: PCs gain a Fatigue
3 unless they spend the next
Darkness round taking a short rest.
Most checks have disadvantage in
darkness. The Arbiter dictates which
4 Darkness: All lit torches burn
checks would logically be penalized. out. All lanterns run dry of oil.
Characters will be surprised by all
encounters and spring all traps. Be 5 The area is trapped. (pg. 39)
sure to pack plenty of light sources
6 Nothing happens.
for your band.
Searching
One round spent searching a room
reveals any non-obvious features
(e.g. holes in the masonry, drains in
the floor, etc.).
Terrain
The Arbiter may plan their dungeon
map in advance, or can generate it in
real-time with the Oracles provided
on pages 73-75.
38
Traps
Certain doors and rooms may have hidden traps. Roll to determine what type.
Traps (d20)
6 Fire Jets: Shoots out jets of flame 16 Puzzle: A series of levers that can
when triggered. produce treasure or an encounter.
39
Warfare
Tension is high. The seeds of distrust Players exist within the world. It is
have long been sown. Elf, dwarf, and not required that the Arbiter include
man are on a path toward destruction. the Player Characters in the conflict
War is imminent. directly, but rather to let them
manage the landscape in the midst of
Growing apprehensions between the social strife.
game’s three primary species
provide an escalating stress that Warning! Cultural affairs are a
changes the dynamic of the game. delicate matter and require maturity.
The impending war and catalysts are Be certain that the Players are
major shifts that alter how the comfortable with the circumstances.
# d3 Casus Belli
A recent scarcity in gold and iron has led to speculation toward dwarven intent.
1 Many believe they are withholding resources from human and elven subjects.
(NPCs will avoid conversation with dwarven PCs.)
Elven religious practices have spread in popularity among other species. Human
1 2 and dwarven leaders are skeptical of the mysticism. (NPCs will avoid
conversation with elven PCs.)
Human territories have expanded into neighboring regions. Dwarven and elven
3 commanders are suspicious of the growth. (NPCs will avoid conversation
with human PCs.)
A recent arcane ritual conducted by elven sorceresses went awry. Fear has begun
1 to spread among dwarven citizens. (Elven PC coin is not accepted in
dwarven establishments.)
The High Priestess has been conducting royal judication on behalf of the recently
2 2 deceased Queen. Her motives are suspect at best and treacherous at worst.
(Human PC coin is not accepted in elven establishments.)
A revered human artifact has been desecrated by dwarven militiamen.
3 (Dwarven PC coin is not accepted in human establishments.)
The competition for valuable trade routes between dwarven and elven merchants
1 has become tempestuous. (-1 to NPC reaction rolls from dwarves toward
elven characters.)
A valuable elven relic has been stolen from a secured stronghold. Human bandits
3 2 were found with the priceless object. (-1 to NPC reaction rolls from elves
toward human characters.)
A recent skirmish between dwarven trespassers and the High Priestess’ royal
3 guard has led to escalating tensions between the two species. (-1 to NPC
reaction rolls from humans toward dwarven characters.)
40
Imminence On the 7th Casus Belli…
The Arbiter rolls a die each morning. …war begins. The Arbiter dictates
If the result is a 1, a Casus Belli is the dynamics of the conflict based on
activated. The die used is the previously activated Casus Belli.
determined by the Arbiter and the
Players.
# d3 Casus Belli
A dwarven pilgrimage was resisted access to the great elven obelisks. These
totems have been known to grant great fortune to all that lay their hands upon
1 them. This oppression cannot stand. (-2 to NPC reaction rolls from dwarves
toward elven characters.)
Human expansion has led to the destruction of several large forests and the
4 pollution of multiple rivers. Elven envoys have sought an audience with the
2 High Priestess. (-2 to NPC reaction rolls from elves toward human
characters.)
Profound cultural differences between humans and dwarves have bred
3 animosity between the two battling factions. (-2 to NPC reaction rolls from
humans toward dwarven characters.)
A dwarven petty king has disputed the legitimacy of the High Priestess. (-4 to
1 NPC reaction rolls from dwarves toward human characters.)
An elven princess has been heralded as the next in succession to the throne.
5 2 (-4 to NPC reaction rolls from humans toward elven characters.)
An explosion collapsed an entrance to a dwarven mine. It’s speculated that the
3 damage was done by elves for past wrongs to their people. (-4 to NPC reaction
rolls from elves toward dwarven characters.)
After a raid of a dwarven outpost, it was discovered that they were employing
1 prisoners in their mining camps. Several outposts have been liberated.
(NPCs will attempt to apprehend or attack dwarven PCs.)
A recent assassination attempt on a high ranking commander was thwarted.
6 2 Several elven arrows were recovered after the attack. (NPCs will attempt to
apprehend or attack elven PCs.)
Members of the royal guard were seen razing elven villages across the Realm.
3 (NPCs will attempt to apprehend or attack human PCs.)
41
Market
Depending on the settlement,
village, or city, the residents may
provide the following goods and
services. All items are sold for
coin, but merchants have been
known to haggle price and
trade goods. Supply must also
be taken into account:
42
Hirelings Services
Hireling Supply Price Service Supply Price
Alchemist U 30c Bath at Inn C 1c
Animal C 20c
Handler Clothes C 1c
Blacksmith C 15c Washed
Body Guard U 10c Courier C 20c
Local Guide C 5c
Locksmith C 10c Feast C 5c
Navigator C 10c
Haircut C 5c
Sailor * 5c
Healing
Scholar C 20c U 25c
(attributes)
Smuggler U 50c or 15%
Lodging at Inn C 5c
Tracker C 5c
Trapper C 10c Stable C 5c
*Sailor availability is
Common near coasts and Teacher U 75c
Rare otherwise.
Stable Structures
Animal Supply Price Structure Price
Stronghold 1,000c
War Horse R 60c
(+3 slots)
*Structures require time to
build unless a previously
erected structure is available.
43
Melee Weapons
Weapon Damage Supply Size Price
Bastard Sword d10 R B 25c
Battle Axe d8 U S 15c
Broadsword d8 U S 10c
Club d8 C S 10c
Cudgel d6 C S 5c
Dagger d6 C S 5c
Falchion d8 R S 15c
Flail d8 U S 20c
Flanged Mace d8 R S 25c
Glaive d10 U B 30c
Halberd d10 U B 30c
Hatchet d6 C S 5c
Heavy Club d10 C B 25c
Long Sword d10 U B 35c
Mace d8 C S 20c
Maul d10 R B 25c
Morningstar d8 U S 20c
Pike d10 C B 20c
Quarterstaff d6 C S 5c
Rapier d8 C S 15c
Scimitar d8 U S 15c
Short Sword d8 C S 10c
Sickle d6 C S 5c
Spear d8 C S 5c
War Hammer d10 R B 30c
Whip d4 U S 5c
44
Ranged Weapons
Weapon Damage Supply Size Price
Bow d6 C B 20c
Crossbow d8 R B 35c
Longbow d8 U B 30c
Short Bow d4 C B 10c
Sling d4 C T 5c
45
Armor & Shields
Protective Gear Armor Slot Supply Size Price
46
47
Goods
Goods Supply Size Price Goods Supply Size Price
Grappling
Blank Book C S 20c C S 25c
Hook
Bucket C S 5c Hammer C S 5c
48
Goods
Goods Supply Size Price Goods Supply Size Price
Pulley C S 10c
Rope (25ft) C S 5c
Saw C S 5c
Sack C S 5c
Shovel C S 5c
49
Bestiary
There are situations that the PCs may find themselves in that may lead to
encounters with creatures or questionable NPCs. The Arbiter can preplan
encounters if they wish, or roll randomly in real time on the table below.
Encounter (d20)
1 Amoeba 6 Elf 11 Golem 16 Ogre
2 Demon 7 Ghost 12 Human 17 Orc
3 Dragon 8 Giant 13 Insectoid 18 Skeleton
4 Dwarf 9 Gnoll 14 Kobold 19 Troll
5 Elemental 10 Goblin 15 Lich 20 Zombie
Amoeba Demon
STR 12 / DEX 4 / INT 1 STR 14 / DEX 11 / INT 8
6 HP 9 HP / 1 AR
Attacks: d6 acid touch Attacks: d6 bite or claw,
Critical Damage: Absorbs target, d4 tail (blast)
dealing d4 to STR per turn.
Will attempt to goad the most
Slashing weapons will turn a full- virtuous into a duel.
health amoeba into two smaller
amoebas with the HP and STR Demons are the epitome of pure evil.
divided evenly among them. Bred in the Under-Realm, demons lack
empathy and compassion, and only know
Amoebas are liquid or jelly-like malice. Their crimson skin is tougher
organisms that attack their prey with than leather, and their claws as sharp as
acidic pseudopods. They are found in a steel. All demons have wings, but only
variety of dark areas, such as dungeons the smaller devils have the capacity for
and sewers, as amoebas generally shun flight. They are not to be taken lightly.
bright light sources. They slowly move
about absorbing carrion and other
organic matter for sustenance. A clean Suborder (d3)
dungeon is always suspicious. Lesser Demon
1
(Flight, STR 7, 5 HP)
2 Greater Demon
Pit Fiend
3
(STR 16, d8 bite)
50
Dragon Elemental
STR 17 / DEX 14 / INT 17 STR 10 / DEX 13 / INT 5
12 HP / 3 AR 10 HP
Attacks: d8 bite, d6 tail (blast) or Attacks: d4 air or water, d6 earth, d8
claw (blast), d10 breath (blast) fire
Critical Damage: Swallows target
whole. d4 damage to STR per turn. Cannot be damaged by nonmagical
weapons.
Detachments are required for
combat. Enjoys conversation as long Elementals are arcane conjurations
as it is not being threatened. resembling humanoids made of one of the
four elements: air, earth, fire, or water.
Dragons are massive, four-legged, Void of pity, they will only obey their
winged reptiles that live a millennia. enchanters or the arcane territory they
Due to their long lives, they are spawned from.
generally very intelligent, but incredibly
greedy. They are known for hoarding
treasures in their lairs, and will destroy
anyone that attempts to help themselves.
Dragons will attack with teeth,
claw, and tail, as a beast does, but
they prefer intellectual combat.
Assaulting a dragon without
an army is a foolish
endeavor.
Dwarf
STR 12 / DEX 9 / INT 10
4 HP / 2 AR
Attacks: d10 war
hammer or d8 crossbow
51
Elf Ghost
STR 9 / DEX 12 / INT 11 STR 5 / DEX 12 / INT 10
4 HP / 1 AR 8 HP
Attacks: d8 short sword or d8 long Attacks: d6 necrotic touch
bow Critical Damage: Possesses target.
Attacks with any weapon will eject
The female of the species is more ghost from the target.
deadly than the male.
Cannot be damaged by nonmagical
Elves are forest-dwelling fae-folk who are weapons.
as elegant as they are lethal. Usually
attired in fabrics or light, leather armor, Ghosts are incorporeal spirits of once-
they are fleet-footed, silent killers when living beings. They often haunt specific
they need to be. They are prone to the locations, sometimes unaware of their
arcane and are as handy with a spellbook own deaths. Ghosts are ethereal and can
as they are with a nocked arrow. pass through solid matter. Common
spirits are fairly passive, but larger
haints are more easily aggravated.
Giant
STR 18 / DEX 6 / INT 7
20 HP / 3 AR
Attacks: d10 smash (blast), d10
stomp (blast)
Critical Damage: Instant death.
Target is reduced to paste.
52
Gnoll Golem
STR 10 / DEX 13 / INT 6 STR 14 / DEX 6 / INT 1
5 HP / 1 AR 8 HP / 1 AR
Attacks: d6 bite, d8 spear Attacks: d6 melee
Critical Damage: Poisoned. d4
damage to STR per turn. Follows the commands of the
animator, and nothing more.
Prone to exasperated giggling.
Golems are magically animated
Gnolls are anthropomorphous hyenas automatons. They are often made of
known for raiding small settlements. bones, stone, flesh, or even clay. They
Tribalistic in nature, they travel in fight without tactics and cannot be
bands, capturing small parties for reasoned or bargained with. Golems exist
nefarious reasons. Gnolls are handy with solely to execute commands.
poisons, and often coat the points of
their spears with wolfsbane powder.
Goblin
STR 8 / DEX 14 / INT 5
4 HP
Attacks: d8 club or d6 crude bow
53
Human Insectoid
STR 10 / DEX 9 / INT 12 STR 10 / DEX 16 / INT 9
5 HP / 2 AR 4 HP
Attacks: d8 broadsword or d6 bow Attacks: d6 sting, d8 bite
Critical Damage: The venom attacks
Easily corruptible. Morally the target’s nervous system. d4
questionable. damage to DEX per turn.
Humans are land-dwelling primates who Will attempt to carry away paralyzed
manufacture castles and strongholds for characters
protection. They are fairly gregarious, as
well as monarchistic. Humans seek to Insectoids are larger-than-average sized
gain power, but are not unreasonable. arthropods. Ants, wasps, spiders, etc. all
They are a hard people at the mercy of the have large variants, and depending on
Realm. their combinations of segments, may
sting, bite, or both. Nests usually house
one queen and dozens (or hundreds) of
insectoids.
Kobold
STR 7 / DEX 12 / INT 8
5 HP / 1 AR
Attacks: d6 bite, d10 stone axe
54
Lich Orc
STR 9 / DEX 9 / INT 17 STR 12 / DEX 10 / INT 9
10 HP 6 HP / 1 AR
Attacks: d8 necrotic touch, undead Attacks: d10 longsword
gaze, d4 INT syphon soul
Critical Damage: Dread. Target is The larger the tusks, the higher in the
overcome with fear and will attempt pecking order.
to flee the engagement.
Orcs live in war-torn tribes that excel in
Slashing weapons do half damage raiding and destruction. They are
(rounded down). Making eye contact generally the size of humans, and have
with the undead gaze will paralyze a dark green skin making them hard to
target for one turn. detect in deep forests. When orc tribes are
not fighting over territory with each
Liches are the undead remains of wizards other, they impede into elven areas.
whom have turned to dark magic to
extend their lives. Their skin is grey and
stretched over old bones. In place of a
lich’s long since decayed eyes are
hypnotic, bright red flames that can
paralyze anyone in their gaze.
Ogre
STR 14 / DEX 7 / INT 3
7 HP
Attacks: d10 heavy club
(blast), d8 stomp
55
Skeleton Zombie
STR 6 / DEX 10 / INT 1 STR 6 / DEX 3 / INT 3
3 HP / 1 AR 4 HP
Attacks: d6 bow or d8 short sword Attacks: d6 bite
Critical Damage: Target becomes a
Slashing weapons do half damage zombie in d6 turns.
(rounded down). Arrows do no
damage. Zombies are undead humanoids that rise
from the grave at night. They are terribly
Skeletons are the reanimated remains of slow, and they must be hacked to pieces
passed-on warriors. Adorned in the to “kill.” A bite from a zombie is
armor they were buried in, skeletons are particularly damning. Avoid them at all
often found patrolling tombs and crypts. costs or suffer their same cursed fate.
Usually, defeating the animator will
release the remains from the cursed
sorcery.
Troll
STR 15 / DEX 12 / INT 7
12 HP
Attacks: d8 claw (blast)
Turn to stone in
sunlight. Will revert to
flesh in the evening.
56
Creating Encounters
Use the following template to create
more sophisticated creatures or
NPCs:
Encounter Name
STR X / DEX X / INT X
X HP / X Armor
Attacks: (dX weapon or quality)
Critical Damage: (Consequence)
(Include any unique quirks or tactics)
Some pointers:
• Is it good at avoiding a hit? Give it
HP.
• Does it soak up damage? Give it
AR.
• Is it strong? Give it high STR.
• Is it nimble? Give it high DEX.
• Is it wise? Give it high INT.
57
Role Playing
Agency
• Attributes and related checks do not define your character. They are tools.
• Don’t just ask what your character would do, ask what you would do, too.
• Be creative with your intuition, items, and connections.
Teamwork
• Seek consensus from the other Players before barreling forward.
• Stay on the same page about goals and limits, respecting each other and
accomplishing more as a group than alone.
Exploration
• Asking questions and listening to detail is more useful than any stats or items you
have.
• Take the Arbiter’s description without suspicion, but don’t shy away from seeking
more information.
• There is no single correct way forward.
Talking
• Treat NPCs as if they were real people, and rely on your curiosity to safely gain
information and solve problems.
• You’ll find that most people are interesting and will want to talk things through
before getting violent.
Caution
• Fighting is a choice and rarely a wise one; consider whether violence is the best way
to achieve your goals.
• Try to stack the odds in your favor and retreat when things seem unfavorable.
Planning
• Think of ways to avoid your obstacles through reconnaissance, subtlety, and fact-
finding.
• Do some research and ask around about your objectives.
Ambition
• Set goals and use your meager means to take steps forward.
• Expect nothing. Earn your reputation.
• Keep things moving forward and play to see what happens.
58
Arbitration
Information
• Provide useful information about the game world as the characters explore it.
• Players do not need to roll dice to learn about their circumstances.
• Be helpful and direct with your answers to their questions.
• Respond honestly, describe consistently, and always let them know they can keep
asking questions.
Difficulty
• Default to context and realism rather than numbers and mechanics.
• If something the Players want to do is sincerely impossible, no roll will allow them to
do it.
• Is what the Player describes and how they leverage the situation sensible? Let it
happen.
• Checks cover a great deal of uncertain situations and are often all that is necessary for
risky actions.
Preparation
• The game world is organic, malleable, and random. It fluctuates and makes sharp
turns.
• Use the Oracles and tables to develop situations, not stories or plots.
• NPCs remember what the PCs say and do, and how they affect the world.
• NPCs don’t want to die. Infuse their own self-interest and will to live into every
personality.
Narrative Focus
• Emergent experience of play is what matters, not math or attributes. Give the players
weapon trainers and personal quests to facilitate improvement and specialization.
• Pay attention to the needs and wants of the Players, then put realistic opportunities
in their path.
• A dagger to your throat will kill you, regardless of your expensive armor and
impressive training.
Danger
• The game world produces real risk of pain and death for the characters.
• Telegraph serious danger to Players when it is present. The more dangerous, the
more obvious.
• Put traps in plain sight and let the players take time to figure out a solution.
• Give Players opportunities to solve problems and interact with the world.
Choice
• Give Players a solid choice to force outcomes when the situation lulls.
• Work together using a conversational method to keep the game moving.
• Ensure that the character’s actions leave their mark on the Realm.
59
Solitaire
Preparation
• Prep is play. If you’ve taken the time to fill out a character sheet and develop your
starting area, you’re playing the game.
• Don’t prepare too much material. Over-planning before you’ve begun can
overwhelm a new Player.
• If you need inspiration on where to go or what to do, roll on the Open Question
Oracle (pg. 63) and interpret the result. Throw your character in the middle of the
action of the interpretation.
Rules
• Be familiar with the rules, but make rulings when they don’t come to you.
• Keep in mind the spirit of the law and not the letter.
• The biggest killer of a solitaire game session is stopping to check the guide too often.
Trust your instincts.
Oracle
• The “Yes, but…” and “No, but…” results on the Closed Question Oracle are answers
to your binary query, but with a complication. How does that fit into your narrative?
• If you are in need of a quest, a description of a room, or simply an explanation of an
NPC’s motivation, seek the Open Question Oracle. This table is the equivalent of
tarot cards and tea leaves.
• As much as the Oracle is helpful, don’t lean on it too often. It is primarily there to
provide detail. Not to tell you what to do all of the time.
Conflict
• The secret to all great westernized story telling is conflict. Introduce it in every
scenario.
• Start low as it pertains to difficulty, then slowly bring up the danger to find your
preferred style of play.
• Balance the rewards that your character receives with the obstacles that you’ve
overcome. Rewarding yourself for accomplishing nothing is discouraged.
Journal
• Some people record or broadcast themselves playing for the entertainment of others.
This is not required. Simply keeping a journal of your character’s exploits is enough.
• Writing short sentences is a good way to start. People who write elaborate prose
eventually feel obligated to write a book. This is a game, not a chore.
• If you feel overwhelmed with everything you’ve written so far, flesh out an NPC
from that world and start anew. A fresh perspective in a familiar land can ease the
tension. You can always return to your old PC.
60
61
Oracles
The oracle tables provided can help an unprepared Arbiter or solitaire Player
generate conflicts, rewards, details, and more. They have been organized into
broad categories for ease-of-use.
Faction Oracles…68
• Faction Name
• Focus
• Leadership
62
Question Oracles
CLOSED QUESTION: Ask this oracle a question to better define a situation,
NPC, or object. Answers that end with “but…” introduce a complication, while
the answer “Yes, and…” offers some sort of extra benefit.
Yes/No (2d6)
2-4 Yes, and…
5-6 Yes
7 Yes, but…
8-9 No
10-12 No, but…
OPEN QUESTION: Ask this oracle a question to receive an answer that can be
interpreted to guide your scenario. Action, Descriptor, and Theme results can be
interpreted collectively or individually.
63
Narrative Oracles
QUEST SPARKS: Choose or roll on this oracle for a quick story beginning.
4 The Lost Heirloom: The band is hired to recover a stolen family heirloom
from a treacherous bandit hideout led by an NPC known to the party.
Goblin Diplomacy: A local goblin nest threatens raids on a nearby city
5 unless a missing chieftain’s crown is returned. The band must negotiate
with the goblins or find the crown to avoid bloodshed.
Whisper in the Woods: A mysterious forest is causing travelers to
6 disappear. The band must investigate the cause and recover the lost
travelers if possible.
Forgotten Forge: An ancient dwarven forge, known for crafting legendary
7 weapons, has been lost to time. The band must find it’s hidden location
and uncover it’s secrets.
Ancient Wisdom: The oldest living elf possesses knowledge crucial to
8 healing a blighted forest. The band must travel to find this reclusive sage
and learn the secret to the woods.
Rival Merchant: A cutthroat merchant is driving local traders out of
9 business. The band must gather evidence of their unfair practices to restore
economic balance.
The Missing Relic: A relic of inscrutable power has been stolen from a
10 museum by a party of thieves. In their haste, they were ambushed by a
dragon who now holds the artifact safely in it’s lair. The band is hired to
recover the important item.
64
Quest Sparks (d20)
Guild Rivalry: Two of a city’s biggest factions are at odds over a political
11 misunderstanding. One wishes to end the ordeal while the other wants to
accelerate it. The band is propositioned by both for help.
The Vanishing Village: An entire settlement has disappeared overnight.
12 The band must uncover the magic behind this and return the villagers to
safety.
Trial of the Ancients: To prove their worth, the band must undergo a
13 series of trials set up by ancient spirits (ghosts), testing their strength,
dexterity, and intellect.
A Giant Problem: In several days a giant will destroy a city that recently
14 desecrated it’s territory. The band must deter the giant or help evacuate the
city.
Rise of the Cult: A dark cult is gaining followers and planning a ritual to
15 summon a greater demon. The band must infiltrate the cult and stop the
ritual from happening.
Lost Expedition: A group of dwarven explorers went missing in uncharted
16 caves. The band must rescue them and bring back valuable geological
samples.
Moonlit Garden: An elven garden that blooms only under moonlight
17 holds a cure for a deadly plague. The band must protect the garden from a
nearby orc tribe and harvest the rare plants.
Undead Nightmare: A recent arcane mishap has caused zombies to rise
18 from their crypts in a village. The band must exterminate the threat or find
a magical solution.
A Stinky Situation: A dwarven gem hunter has located the den of a troll.
19 The band is hired to eliminate the threat or distract it long enough for the
dwarf to sift through the troll’s excrement for loot.
20 Lizard vs. Wizard: A gang of kobolds seeks the help of the band to destroy
a nearby lich that threatens their existence. They can pay in stolen coin.
65
NPC Oracles
REACTION, NUMBER, & SCALE: Roll on this oracle to determine the
number, scale, or reaction of an encounter.
NAME: Roll to give an NPC a name. Elves culturally have unisexual names in
Plight.
66
AMBITION: Randomly roll on this
oracle to give an NPC a goal.
Ambition (d20)
67
Faction Oracles
FACTION NAME: First roll on the template. Then roll on the following oracle
to to fill in the template.
Template (d4)
1 [Legacy] + [Affiliation] 3 [Legacy] + [Identity]
2 [Identity] of the [Legacy] + [Affiliation] of the [Legacy] +
4
[Affiliation] [Identity]
68
FOCUS: This oracle dictates the LEADERSHIP: Roll to determine the
faction’s type or specialty. dynamic of the faction’s leadership.
6 Exiles
7 Gangsters
8 Holy
9 Knights
10 Mercenaries
11 Monster Hunters
12 Nobles
13 Political Party
14 Raiders
15 Rebels
16 Scholars
17 Secret Society
18 Smugglers
19 Thieves
20 Tribe
69
Civilization Oracles TROUBLE: This oracle can introduce
a difficulty to a city, village, or town.
SETTLEMENT NAME: Roll once
for a prefix and again for a suffix to
generate a name for a city, village, or Trouble (d20)
town.
1 Ancient evil awakes below.
12 Magical
11 Raven -hope barrier traps
residents.
12 Red -mount 13 Natural disaster devastates.
13 Shadow -ridge
14 No food due to failed crops.
14 Silver -river
15 People vanish without trace.
15 Stone -rock
16 Silence curse grips settlement.
16 Thorne -stone
17 Supernatural forces cause
17 Thunder –stead fear.
70
SPECIES & POPULATION: Roll to determine the primary species and
population of a settlement.
d4 Species Population
1 Dwarf Dozens
2 Elf Hundreds
3 Human Thousands
4 Mixed Tens of Thousands
Authority (d6)
1 None
2 Ineffectual
3 Tolerant
4 Fair
5 Corrupt
6 Oppressive
71
Dungeon Oracles
DUNGEON NAME: To generate a name for a location, first roll on the
template, then roll to fill in the brackets.
Template (d4)
1 The [Place] of the [Noun] 3 The [Descriptor] + [Place]
2 The [Place] of the [Descriptor] + 4 {Leader]’s [Descriptor] + [Place]*
[Noun]
*If the leader of the location is yet unknown, ignore that bracketed text.
72
CAVE TERRAIN: Roll d12 to generate a terrain tile for a rugged or cavernous
location.
1 2 3
4 5 6
7 8 9
10 11 12
73
STRUCTURE TERRAIN: Roll d20 to generate a terrain tile for a man-made
structure.
1 2
3 4
5 6
7 8
9 10
74
11 12
13 14
15 16
17 18
19 20
Doors (2d4)
2-3 Barricaded from the other side
4-5 Open
6-7 Locked
8 Trapped (pg. 39)
75
Reward Oracle
TREASURE: Roll on the following oracle to generate a reward.
Treasure (d12)
76
Barael’s Blade
d10 (+d4 vs. demons)
Behold!
The bastard’s blade...
Bane of the demon lord
Slayer of the spider-priests
Spiller of the silver blood
77
Name:
Species:
Background:
Trinket:
Coin:
STR Features HP
MAX
MAX
DEX AR
Traits
MAX
INT DEPRIVED
MAX
Mark box
to equip
Inventory MAX:
1 11
2 12
3 13
4 14
5 15
6 16
7 17
8 18
9 19
10 20
Rules Summary
Attributes Deprivation & Fatigue
• Strength (STR): power/resilience A PC deprived of a crucial need is
• Dexterity (DEX): agility/speed unable to recover HP or attributes. If
• Intellect (INT): wisdom/charisma you are deprived for more than a day
you add a “Fatigue” to your
Checks inventory. Each Fatigue lasts until
Roll d20 for an appropriate attribute. you are able to take a long rest.
If you roll equal to or under, you
succeed. Otherwise, you fail. 1 is Inventory
always a success. 20 is always a Your PC has one half their max STR
failure. +10 inventory slots. Most items take
up one slot, while bulky items
Hit Protection occupy two. Tiny items can be
HP reflects your character’s ability to combined three to a slot. Anyone
avoid damage in combat. It does not carrying items that fill their
indicate your character’s health or inventory to capacity are
fortitude, nor do you lose it for very encumbered. When encumbered,
long. If an attack takes a character’s characters cannot run, and make
HP exactly to 0, the character receives checks with disadvantage.
a Mark.
Combat
Armor Rating Players take their turn before enemy
Each piece of armor equipped has a NPCs. If there is a risk for the PCs to
value that contributes to your be surprised, each Player must make
character’s total AR. When added a DEX check or skip their first turn.
together, any fractions of a point are
disregarded (e.g. a 2.25 equals an AR On your turn, you may take one
of 2). Before calculating damage to major action and one minor action.
HP, subtract the target’s AR from the
result of damage rolls. No one can If attacking, roll your weapon die
have more than a 3 AR. and subtract the target’s AR, then
deals the remaining total to the
Healing & Rest opponent’s HP. Unarmed attacks
• Short Rest: Takes 1 round. A always do d4 damage. Ranged
minute or two of rest will heal d4+1 weapons cannot be used within
HP, but will leave your character melee range.
exposed.
• Long Rest: Takes 1 watch. A meal If multiple attackers target the same
and some sleep will restore all HP. foe, roll all damage dice and keep the
If HP was already full, restore d6 to single highest result.
an attribute score.
• Full Rest: Takes 1 week. This fully Retreating from a dire situation
restores your character’s attributes always requires a successful DEX
and alleviates any long term check, as well as a safe destination to
conditions. run to.