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CONTENTS CHAPTER 1 - RULES Introduction Rules | Adventure Example CHAPTER 2 - SETTING Setting Overview History Factions World Map Regions CHAPTER 3 - HEROES Heroes Attributes & Skills Creating a Hero Races Classes Hero Background Hero Persona Advancement CHAPTER & - EQUIPMENT Equipment ‘Weapons & Armour List Common Equipment List Specialist Equipment List Miscellaneous tems List CHAPTER 5 - CRAFTING & ALCHEMY Crafting Alchemy Sample Components CHAPTER 6 - MAGIC Magic Spell Lists CHAPTER 7 ~ THE GODS ‘The Gods ABOUT HEROES OF ADVENTURE Heroes of Adventure is fantasy medieval adventure game Page 5 Page 6 Page 10 Page 13 Page 14 Page 15 Page 16 Page 18 Page 21 Page 22 Page 23 Page 24 Page 26 Page 36 Page 38 Page 39 Page 41 Page 42 Page 43 Page 44 Page 45 Page 47 Page 48 Page 49 Page 51 Page 52 Page 58 inspired by classic role-playing games of yesteryear. ‘The Heroes of Adventure Rules Compendium isa single volume publication incorporating the Players Handbook (v2.1), Referees Guide (v2.01) and Monster's Compendium (02.01) and is free to download and use. LICENCE lium text © 2023 by The ‘Heroes of Adventure Rules Compendium ‘Nameless Designer is licensed under CC BY 4.0. This licence allows you to distribute, remix, adapt, and build ‘upon the material in any medium or format, even for ‘commercial purposes with credit to the author. All internal art generated by Midlourney with text inputs from the Nameless Designer. CHAPTER 8 - HERO OPTIONS reating a Hero Class Multi-Classing Hero Class Abilities CHAPTER 9 - RUNNING ADVENTURES Game Session Checks Wilderness Travel Exploration Encounters Settlements Downtime Combat Survival Rewards CHAPTER 10 - CREATING ADVENTURES Adventure Elements ‘Wilderness Map Creating Settlements Rumours Quests Adventure Site ‘Adventure Site Tables ‘Adventure Theme Tables Random Encounters Monsters Human Non-Player Characters Non-Human Non-Player Characters NPC Advancement Challenges Treasure Artefacts Resources & Components CHAPTER 11 - CAMPAIGNS Campaign Play Sandbox Play Fronts Factions Warbands Property & Enterprises Domains CHAPTER 12 - BESTIARY Monster Description Harvesting Parts Monster Size Abilities Creating Monsters Monster Variants Bestiary A-Z, List by Category Monster Statistics Hall of Heroes Sample Adventure (Mearaks Foundry) Hero Character Sheet Page 61 Page 61 Page 62 Page 65 Page 66 Page 67 Page 68 age 69 age 70 Page 71 Page 72 age 74 Page 75 Page 77 Page 78 age 80 Page 82 Page 83 Page 84 Page 86 Page 88 age 90 Page 91 age 92 Page 94 Page 95 Page 96 Page 97 age 98 Page 100 Page 105, Page 106 Page 107, Page 108, Page 109 Page 110 Page 111 Page 112 Page 113 Page 113 Page 114 age 116 Page 118 Page 120 Page 167 Page 168 Page 172 Page 174 Page 176 (Click on the above tts to jump to relevant page inthe pa document) HEROES OF ADVENTURE Rules Compendium HTTPS://NAMELESS-DESIGNER. TCH.l0/HEROES-OF-ADVENTURE-RULES-COMPENDIUM DESIGN & LAYOUT THE NAMELESS DESIGNER HITPS://NAMELESS-DESIGNER.ITCH.10 PLAY TESTERS THANKS TO DARREN, JONTY, PAUL & PETER ART CREATED USING MIDJOURNEY Al WORLD MAP CREATED USING WONDERDRAFT DUNGEON MAPS CREATED USING DUNGEONSCRAWL PROOF READERS AZAULE, LEKKIS, LOGEN_NEIN & GREYMARK INTRODUCTION cr Lae * Thy Gt) ee ADVENTUR a PAGE 10 RULES COMPENDIUM | CHAPTER 1 | RULES INTRODUCTION INTRODUCTION ‘The world around you is old and the remnants of past civilisations are scatered throughout the land. As you journey through the wilderness, the terrain reveals secrets of an age long gone, {forgotten temples and ruins, overgrown pathways that were once ‘bustling trade routes and abandoned settlements that once teemed with life. The landscape is both beautiful and treacherous, with the primeval wilderness slowly but surely reclaiming what was once lost ‘Asa hero, you are one ofthe brave souls who dares to traverse these dangerous territories. You must be prepared for anything, as the wilderness is unforgiving to those who are unprepared. The journey is flo risks but offers the promise of discovery and adventure, ‘The dawn of anew age of discovery is upon you as humanity seeks to reclaim what was last and rebuild its kingdoms. There isa sense of hope in the air as you and other heroes journey forth to forge a new path. The journey ahead may be perilous, but you area rare breed of person brave, resourceful and determined to overcome the obstacles that stand in your way. OVERVIEW + Heroes of Adventures an adventure game set ina fantasy medieval work + The games played asan interactive story. + Areferee acts asthe narrator of the story and adjudicates, the rules (people can use the rules to lay solo if they wish). + Players portray the role of heroes in the world, undertaking quests for rewards. + Each session of play ranges from 2-4 hours and adventures may take multiple sessions to complete. WHAT YOU NEED TO PLAY + Rules Compendium (this book) A character sheet (foreach player) ‘An adventure (prepared by the referee) Dice (d4, d6, d8, 10, d12 & d20) Paper, pencil, eraser HOW TO PLAY Heroes of Adventure is a role-playing game where players take on the role of heroes ina fantasy medieval setting who band together to undertake quests. A referee presents the world, the story and controls ll characters except the players. ‘The game is played with the referee presenting a scene; the players then make a decision on their course of action and the ‘outcome ofthese actions are determined. Play then moves on to the next scene. The player’ actions and choices will determine how the adventure plays out. ‘The majority of the game is narrated by the refere, withthe players discussing and agreeing on a course of action, When the players attempt something risky uncertain or when the action is ‘opposed then they may be asked to make a check. ‘A check is made by rolling a 420 die to equal or exceed a target number (target check) or to beat a 420 die roll made by an opponent (opposed check). ‘The game continues until the adventure is completed or the players are defeated or retreat to survive another day. The players ‘an earn rewards for their heroes and wil earn experience points which allow them to raise their level, learn new skills and undertake more challenging adventures. ‘The outcome of each adventure should result in some ‘meaningful change inthe setting so the player's actions have consequences in the world PLAYER'S ROLE + Portray the role of your hero, thinking and acting as your hero would, role-playing is optional. + Play collaboratively, tamwork isa key to success. + Askquestions, discover information and use this knowledge to devise plans. + The world is a dangerous place, consider risks and consequences and aim to survive. ‘Combat is unpredictable and deadly, other solutions exist Dice rolls are used to determine the outcome of physical actions but do not solve investigation and social interactions, use your judgement. REFEREE'S ROLE ‘The referee isthe storyteller, narrator and controls the inhabitants in the world. + Thereferee also adjudicates the rules ofthe game. + Thereferees primary aim isto provide an engaging experience for the group. + Greate living world for the players to explore and interact with. Apply a level of plausibility to the world so things make sense + Constantly give players decisions to advance the story ensuring they have sufficient information to consider ‘options, risks and consequences. + Give players the freedom to accomplish tasks in a manner of their choosing and reward creative thinking/clever plans, + Potential dangers should be sign-posted and sudden deaths avoided. The biggest risks should be bad decisions, bad luck or depletion of resources. + Dice rolls are not always required, ifan action has alow risk of failure then it works + Make rulings where necessary to keep the game moving, using common sense and good judgement. + Give rewards winen progress is being made and objectives hhave been completed. ‘SHARED WORLD BUILDING + The Fallen Lands setting is intended to be an empty canvas which is populated through gameplay + World building starts with hero creation which introduces settlements, contacts and factions. + During pay, an ‘on the table’ approach is promoted with ‘maps openly shared between the referee and players Setting information is added when discoveries are made by the players. + Theend of each adventure should create some meaningful consequences inthe setting. RULES COMPENDIUM | CHAPTER 1 | RULES RULES CORE MECHANIC + When to Check? When attempting something risky, uncertain or when avoiding or opposing something. + Checks: Roll 420 to equal or exceed ether the target ‘number indicated or the target number ofthe situational dificulty per the Target Number Table (pg. 7). Rolla d20 to ‘eat an opponent's 20 roll when the action is opposed, Failure may result in some consequences such asa setbacks, lost time or loss of resources. + Skill Di: If relevant attribute or skill (only one) is used, add your skill die to the rol. Skill dice range from d4,d6, «8, d10, d12 (max. Heroes) or 420 (max. Monsters). Heroes hhave specific attributes and skills but Monsters & Non- Player Characters (NPC) usea general skill die forall checks. + Critical Success or Failure: Rolling a natural 20 or beating the target number by 10 or more is critical success and results in a more positive outcome. Rolling a natural 1 or falling by 10 or mores critical faire and results in a ‘worse outcome, + Advantage (ADV) & Disadvantage (DIS): Awarded ‘through ability use or atthe referees discretion based on situational factors. Rll the check twice taking the highest result (Advantage) or lowest result (Disadvantage). + Reaction Rolls: Determines the outcome of random or ‘uncertain events outside the payers control. The referee rolls a d20, consults the Reaction Table (pg. 7) and interprets the result according to the situation. + Fate Table: Use when the referee is asked a question and ‘want to leave the outcome to chance. The referee rolls a «420, consults the Fate Table (pg 7) and interprets the result according to the situation. This table can be used to facilitate solo play ROUNDING UP + Always round figures upto the nearest whole number. EXPLODING DAMAGE RULE + Some class abilities or weapons grant exploding damage benefits, When you roll the maximum weapon damage on a die, you rll that die again and add the new die roll result to the original result. This occurs once only. TIME + (Real Life) Session: Getting together in real lif to play the game is known as an individual game session. + (In Game) Time: When adventuring exploration turns take 10 minutes and heroes can explore one room, Combat & Encounter turns take afew moments each and last 10 minutes in total. Settlement and Wilderness turns take half day. ADVENTURING + Turns: Players take one action each turn, The scale of actions depends upon the phase of play. + Movement: Players move from room to room when exploring. During an encounter, players can move one range band per turn, + Abilities: These are either special feats or innate powers linked toa hero’ class ora feat known to all members of a certain race. Only one ability can be performed as an action ata time and these cannot be stacked. + Distance: For encounters, range bands are used as per the Range Band Table (pg. 7). + Exploring: Managed through asking questions and. describing the scene. + Searching: Die rolls are not made for searching, Ifa hero is actively looking for something in the right area, they will find it unlessa specific action is required. + Traps & Hazards: These will generally be obvious and can be overcome through player interaction. Checks may be used to overcome or avoid physical effects + Settlement Turn: This takes half a day and players can typically; rest (gain advantage on health recovered during overnight rest); recruit new followers: visita shop/service or learn new rumours. Detailed movement is not tracked here, + Wilderness Turn: This takes half a day and players can; ‘move (12 miles!2 hexes); explore (6 miles/1 hex); forage (wilderness check to gather d4 days of food) or hunt (ranged combat check to hunt dé days worth of fresh meat). ‘Travel progress is tracked on the wilderness map. + Social Interactions: Command (authoritative) or Guile (cunning or negotiation) skill checks can be used to help decide social interactions. Dialogue between players and. referee can grant advantage or disadvantage + Chases: Tactics and skill checks can be used to increase the range bands between groups. When aside gets too ‘far distance away, they escape, + Knowledge Checks: Skill checks can be used to give cues or allow questions, not solve the issue + Rewards: Take the form of payment, equipment, services, information or favours. + Experience Points: Awarded for completing objectives. Points are totalled and divided between the party after each adventure with half shares awarded to NPCS or allocated away for deceased Heroes to account for their contribution. + Size: Creature size ranges from; tiny (Insect) small (Dog). ‘medium (Human) arge (Ogre), huge (Dragon) and colossal (Behemoth). RULES COMPENDIUM | CHAPTER 1 | RULES RANDOM ENCOUNTERS ‘+ When to Check? ‘The referee makes a secret random encounter check at the end of each turn, No checks are ‘made during an encounter or combat. ‘+ How to Check? The target number to avoid an encounter starts at Ion a 20 and increases by 1 point each turn and resets when an encounter occurs or the players reach a place of safety ‘+ Failed Check: Ona failed check the referee will present an encounter with a monster or non-player character or some event which the players may choose to interact with, Random encounters are not always adversarial and may present opportunities to learn information or act as a distraction (i.e. side quest to the player’ main goal + Opponent Reactions: The referee will determine the reaction or use the Reaction Table and then determine if either side is surprised. EQUIPMENT + Weapons: Have a damage die rating (d4,d6 etc) which is deducted from the targt’s health in combat. + Armour: Has a defence bonus (+1, +2 etc) which is added to the defence score making someone harder to hit in combat. ‘+ Shield: Has defence bonus (+1, +2 ete) which is added to the defence score making someone harder to hit in combat A shield may also be sacrificed to negate all damage from one attack. This must be called before damage is rolled. This isknown as a Shield Break. ‘+ Encumbrances A hero can carry 12 items (+ per strength skill die) of equipment before they are impaired. The ‘maximum numberof tems someone can carry is double this allowance. Some marked items (ie. arrows) count as 1 item, + Equipment Damage: If critical failure occurs equipment is damaged. Ifa damaged item is used and another critica failure is rolled then the item is broken beyond repair. + Enchanted Item Wear: Magic bound to an enchanted item will nt be contained forever. An enchanted item starts to diminish on a critical failure when used. Ifa diminished item is used and another critical failure is rolled then the item loses one ofits features at random. ‘+ Repair: Damaged items can be repaired at settlements for 25% of their cost. However, items with special features which have been lost cannot be regained. ‘+ Usage: Some equipment has a usage score and may be consumed immediately or depleted through use. TARGET NUMBER TABLE Difficulty Target Number Very Easy (No roll required) 0 Easy 5 Moderate 10 Challenging 5 Diffcut 20 Very Dificut 25 Almost Impossible 30 REACTION TABLE #20 Outcome or Reaction 01 terrible outcome, hostile 02-03 Avery bad outcome, aggressive 04-07 A poor outcome, defensive 0813 An indifferent outcome, cautious 1417 A goad outcome, favourable 18419 Avery good outcome, friendly 20 Anexcellent outcome, helpful FATE TABLE 420 Outcome or Reaction 01-03 No and some complication or constraint 04.05 No 07-09 No but some opportunity 10-11 Interruption or change to circumstances 1214 Yes, but some complication 15:17 Yes 18-20 Yes and some assistance or benefit RANGE BAND TABLE 20 Range Band & Distance 01 Melee, close range (Sf), reach ange (10f}) 02-03 Short (@ott) 04-06 Medium (60ft) 07-10 Intermediate (90ft) 11-14 Long (12081) 1517 Far (240ft) 18-19 Distant (Greater than 240ft) 20 Escaped notice, perhaps some signs of opponent EXPERIENCE POINT AWARD TABLE Achievement co Complete a side-quest 5 Complete an adventure quest 20 Complete a campaign quest 50 Explored a point of interest 1 Explored an adventure sit (pr lev!) 3 Successful encounter (per group/evel) i Artefact or treasure item found i RULES COMPENDIUM | CHAPTER 1 | RULES RULES COMBAT & SURVIVAL + Initiative: Roll €20 + agility or monster/NPC skill de for ‘combatants (or groups of combatants) and act from highest to lowest score ‘Combat Actions: Combatants may move a range band and take one action as follows: + Attack: engage and attack an opponent. + Press (melee); attack a person at advantage but next attack received from this person also at advantage. + Block (melee); disadvantage on attacks made and received from one person until next turn. Fast Moves move two range bands instead of one Use Item; use a readied item or pick up an item, Use Ability; casta spell or use a class ability Disarm; make a melee weapon attack against an opponent of your size or smaller at disadvantage. On a success, you knock the opponents weapon from their grasp which scaters in a random direction. + Grapple; initiate against an opponent of your size or smaller or break existing grapple by making a successful Strength check vs. opposed Strength or Agility check (opponent's choice). Grapple prevents an ‘opponent from moving but does not preclude them from attacking. A grappled opponent can be forcibly ‘moved up to half the aggressor's range movernent. ‘+ Attacking: Roll d20 + melee or ranged skill to equal or ‘exceed the opponent’ defence score. On.a success, roll ‘weapon damage and deduct this from the opponent’ health, + Combat Critical Success: Your attack does double damage against the opponent. + Combat Critical Failure: Your weapon is damaged. Ifa critical failure occurs again on a damaged weapon itis broken beyond repair. + Attack of Opportunity: Iftwo people are in melee combat and one wishes to move away, the opponent may bring forward their next action to attack before the person moves away. HEALTH & CONDITIONS Health: The amount of physical injury (or stress) someone can sustain before dying at zero, Heroes and important NPCs may roll on the Wounds Table (pg. 9) instead of death. Impaired: A person who is impaired acts at disadvantage. ‘This can occur when someone is reduced to a third oftheir health or through other triggers + Incapacitated: Someone who is incapacitated is unable to acta all. Rest & Recovery: Injuries can be healed using bandages, medicines, potions ot magic or overnight rst (d4 or fortitude sill per night). Impairment and incapacitation can be overcome through, time, rest, cure ora skill check MORALE + Morale: Various items, abilities, divine favours, and combat situations can trigger a morale check. A character ot ‘monster who fails a morale check is precluded from attacking and will attempt to lee until successful or physically unable to do so. + Combat Triggers: A morale check is triggered when the following occurs in combat ‘Combatant’ health or party size reduced to 50% ot less Leader is killed Facing a great fear Battle is nearly lost + Morale Check: When triggered, roll 420 + Will (players) (or + skill die (NPC/monster) versus target of 10. Increase target score by +5 for each subsequent check. + Other Triggers: Roll as indicated. SPELL CASTING Casting Spells: Select a spell and roll d20 + Magic skill vs. target number or opponent’ rol to succeed. On a success, apply the spell effects as per the spell description. Stress: Attempting to cast spells stresses the caster resulting in temporary loss of I health which can only be recovered through overnight rest. Track stress loss separately from damage loss, Amplifying Spells: Spells can be amplified by stressing the ‘aster 2 (charged) or 3 (empowered) health points. On a success, you may increase any ofthe spell effets upto the relevant level as per the Amplify Spell Table. (Critical Successor Failure: On a critical success the spel is ‘automatically charged (ifthe spell is being charged by the ‘aster then it becomes empowered). On a critical failure roll ‘on the Wild Magic Table (pg. 9). AMPLIFY SPELL TABLE Spell Effect Charged Empowered sess 2 Health Health Effect Die an 20 Number of Targets 2 4 Spell Area of fect Medium (60ft) Long (120ft) Spell Range Max Long (120ft) Far (240ft) Time Duration 1 hour hours Spell Turm Duration 4 a Target Level Max (Upto) 6 ‘Any Target Size Max Large (or small) Colossal (or smaller) RULES COMPENDIUM | CHAPTER 1 | RULES WOUNDS TABLE 20 Condition 01 Mortal Wound 02 Fractured Skull 03 Lose Arm/Hand 04 Lose Foot/Leg 05 Internal Injury 05 Losean ye 07 Broken Ribs 08 Head Wound 09 Broken Armm/Hand 10 Broken Foot/Leg 11 Punetured Lung 12 Chest Wound 13 Blowtothe Head 14 Arm/Hand Injury 15 __Leg/Foot Injury 16 Bruised Ribs 17 Winded 18 Blurred Vision 19° Scarred 20 Lucky Escape WILD MAGIC TABLE 20 a 2 ry 4 05 06 a 08 0 10 1 2 13 4 15 6 a 18 9 20 Outcome Summoning Stressed Shadow Form Drained Explosion Age Lost Control Delayed Teleported Rift Chaos Scream Chaotic Force Paralysis Mutation Time Loop Blight Visage Volatile Focus Power Surge Outcome (Knocked out until the end of the encounter plus the following) You clin to life uni the end ofthe encounter to whisper a last few words then die. ‘Lose 3 health forever and disadvantage on lore, senses ot magic checks permanently. Lose 3 health forever and use 1 handed items and disadvantage on combat forever. Lose 3 health forever and disadvantage on agility and athletics forever. Lose 3 health forever and disadvantage on any physical checks permanently ‘Lose 2 health forever and disadvantage on senses and ranged combat permanent. Lose 2 health forever and disadvantage on physical checks forthe adventure. ‘Lose 2 health forever. Disadvantage on lore, senses of magic checks forthe adventure Lose 2 health forever. Use 1 handed items, disadvantage combat for the adventure Lose 2 health forever. Disadvantage on agility, athletics and move slowly for adventure, Lose 1 health forever. Gasp and wheeze acting once every 2 tums forthe adventure Lose 1 health forever. Disadvantage on physical checks forthe remainder of the adventure Lose 1 health forever. Disadvantage on lore, senses of magic checks for the adventure. Lose 1 health forever. Use 1 handed items only disadvantage combat for the adventure. ‘Lose 1 health forever. Disadvantage on agility, athletics and moves slowly for adventure. Gasp and wheeze acting once every 2 tums fr the session, Disadvantage on physical checks forthe remainder ofthe session. Disadvantage on lore, senses or magic checks forthe session, Suffer a nasty scar (420, 1-5 head, 6-10 chest, 1-15 L/R arm, 16-20 L/R leg) Injury not as bad as first thought. Unconscious until the end of the encounter. Effect Random creature of chaos enters this plane of existence, targets the spell caster. Sees malevolent chaotic forces spell casting at disadvantage for ret of the session, ‘Ashadowy mirror form with all powers of the caster appears and attacks the caster Wild magic drains 4 heath if health reduced to zero fll unconscious for d6 tums. 46 damage short range and pushed one range band. Fortitude check half damage Roll d20; older odd number, younger even number by 5 years (x2, x4 longlved), Cant handle the power, gain disadvantage on all spell checks for the encounter. Spell doesnt work. Roll 20 each turn, spell activates on an odd number Casteris teleported toa random survivable place far (240ft) distance away. Dimensional ft summons something a random monster. Everyone in medium range makes a will 10 check or disadvantage on ther net turn, Everyone in medium range makes a fortitude 10 check or disadvantage on next tur, Caster paralysed, magic check 10 at the start of each turn to snap out of it Caster gains an ugly mutation which lasts fo the remainder ofthe session. Spell fails and caster has to try and cast the same spell again the next round ‘Any plant life around the caster withers and die. Casters appearance alters ina strange way (player's choice) forthe adventure Forte remainder of the session any spells cast willbe ata random power level, wild magic occurs on 1-4 For the remainder ofthe session you have advantage on any magic checks. Wild magic surge increases the power of the spell, charge the spell effect. RULES COMPENDIUM | CHAPTER 1 | RULES ADVENTURE EXAMPLE (Our two heroes have taken a contact to investigate an abandoned ‘mine near the village of Gravestone. Referee: You venture further into the mine shaft, The cold stone passageway continues ahead, the only light is coming from ‘Talia torch. Every ten feet or so you pass the rotten remains of a wooden support beam and you carefully pick your way through some loose rock until the passage opens up into a wide area, at the centre lies a deep pit. Talia: How bigis the room and the pit? Referee: Both the room and depth ofthe pt extend further than the range of your torchlight currently. ‘alia | will carefully walk a circuit around the room and the pit looking for any other exits or anything of interest. have my dagger drawn and torch in hand. Weiland: I will follow sharing Tai’ torchlight and have my longsword and shield at the ready. Referee: The room is circular in shape and surrounds a deep pit approximately 30 feet in diameter. You notice there are various bony animal remains scattered around the floor and a small trail of dried blood leading tothe edge ofthe pit. 6 torches hang from wall brackets. ‘Talia: 'm going to listen and see if hear anything down the pit Thave senses d4 skill. “The referee knows theres something lurking in the pit and thinks there’ a moderate (target 10) chance of hearing this, He makes a secret roll on behalf of the player so as not to spoil the outcome and getsa8 + 2= 10, a succes. Referee: Talia, you edge cautiously towards the pt and listen. You can hear a quit thumping and crunching sound followed by another ‘whooshing’ sound from below. Weiland: I'm going o grab a torch from one ofthe brackets, light itand drop it down the pt. What do I see? Referee: The torch drops fora few seconds and lands with a small thump on the ground, shadows flicker and you see the ‘movement towards a tunnel tthe base ofthe pit. ‘Weiland: Looks lke we scared something off. Why donit we use a few more ofthe torches from the brackets to better light the pit and scare whatever is below away? We can also eave a torch burning inthis area. Talia: How dificult isthe climb? [have a S0ft rope. Can Tattach itto the bracket on the wall? Referee: You can attach the rope to the brackets on the wall and itextends to the bottom of the pit which you assess is about a 30ft drop. Ifyou have the rope, no athletics check is required and it wil take a turn for you both to climb down. You've now spent a turn exploring this room. ‘The referee waives the need for an athletics check as they have a secure rope in place. Asa turn has elapsed the referee makes a random encounter check. The target number to avoid a check starts at and goes up a point each turn, The referee rolls a d20 (4), Nothing occurs but the target number rises to 2 after the next turn, Weiland: wil throw down two more torches from the brackets near the tunnel we saw that shape dart away from and then climb down, Talia you keep an eye out and if you see anything shout and Iwill climb back up. ‘Talia: Iwill light one more torch in this room and grab the remaining two and leave them clos tothe edge ofthe pitin case ‘we need to use them, Referee: Weiland climbs down the floor ofthe pit to find various animal remains a the bottom of the pt. The floor is marked with dried blood and you can see a tunnel the height ‘and width ofa large person leading into darkness. ‘Weiland: I pick up one of the torches onthe ground and throw itat the face ofthe tunnel to see ifI can see anything inside before drawing my sword and shield, waiting for Tala to climb down (Tala nods in agreement) Referee: Ok, you are about ten feet away from the tunnel and the light from the torch shows the tunnel extends further into darkness but there is no movement. Talia climbs down as another turn elapses. ‘The referee makes another random encounter check. The target ‘number to avoid a check is now 2. he referee rasa 20 (1), an ‘encounter! A random encounter could be determined but it makes Sense forthe creature that led into the tunnel to make an ‘appearance, We now enter an encounter phase. Referee: Weiland, as you warily watch the tunnel entrance, you ‘hear some flapping and thumping sound asa creature squeezes ‘out from the tunnel It isthe size ofa horse, with a long neck and reptilian head. Asit emerges, two large wings unfurl themselves «sit cocks its head and snaps at you from a short distance. What do youdo? ‘Weiland: I'l stand my ground and see what it does. ‘Talia: I am going to flank the creature and ready my daggers, ‘one in each hand. Tassume we can use the torches on the ‘round to see? (Referee nods agreement) ‘The creature is a young wyvern and its reaction is uncertain, Its ‘protective of its environment and wary of someone intruding into its home. The referee decides to leave the next step to chance and rolls onthe reaction table. The referee rolls a2 on the Reaction Table (avery bad outcome, aggressive) and decides the wyvern will attack Weiland Referee: The creature snaps at you aggressively and charges. We have now entered combat. No one is surprised and we will roll for initiative, The referees using a variant (and much weaker) version ofthe Wyvern to reflec its youth and smaller sie, The refere rolls a d20 (10) plus the monsters skill check d4 (3 fora total initiative of 13. Talia is using a dagger (fast, advantage) and ros d20 (3) + agility (2) for a5 and again for advantage rolling a 420 (14) + agility (3) fora 17. Talia takes the highest result of 17, Weiland uses a Tongsword (no modifier) and rosa d20 (9). ‘Referee: Talia reacts first, then the creature and then Weiland ‘each turn, Combat is fast and furious with each turn taking @ few moments so be ready to tell me your actions quickly. Talia? ‘Talia: Im going to throw my dagger at it. As Ihave flanked the creature, does this help me strike it? ‘The referee agrees to give advantage asa flanking bonus and Talia rolls d20 (11) plus ranged skill (4) fr a 15 and then again for RULES COMPENDIUM | CHAPTER 1 | RULES advantage and roll a d20 (4) plus ranged skill (1) fr a5, She takes the highest result of 15, Referee: Your dagger flies true and sinks into the side of the beast, roll for damage. Talia rolls d for damage and gets a 2. Referee: Some dark blood oozes from its scales and the creature roars in pain. The creature charges Weiland, extending its neck and snapping with its fangs. Asit fully emerges from the tunnel, you see the long tail of the creature with a spike onthe end hich it swings at Talia, ‘The referee rolls a d20 (17) + monster skill df (2) fora 19. Weiland’ defence is 13 so tsa hit. The bite does 44 damage and the referee rolls a4. Referee: The creature snaps at you and bites at your arm causing you 4 points of damage. ‘The Wyvern can make two attacks in a turn so the referee makes a second attack agaist Talia. He rolls a d20 to attack (11) + ‘monster sil d4 (3) = 14. Since Talia defence score is 10, thats a hit which causes dd (1) point of damage. The stinger can also cause some weak paralysis and Tala will need to beat the attack score with a fortitude skill check to negate this: Referee: The stinging tal circles and lashes at Talia fr 1 point of damage and as you are struck by the stinger you feel ajlt and shock as pain floods your body. ‘The referee asks Talia to make a fortitude skill check against the attack number or she loses her next turn through temporary paralysis. Talia does not have any fortitude skill and rolls a straight 20 for a7, afi Referee: A jolt of energy courses through your body temporarily incapacitating you for the next turn. Weiland: As the creature has engaged me I'm going to ‘press’ and fight aggressively with an all-out attack as I can absorb one blow with my shield. I raise my sword and perform a horizontal sweeping blow aiming for its neck. Weiland rolls a d20 (11) + mele skill d4 (1) = 12 and for advantage rolls. a 420 (13) + mele kill d4 (4) = 17. ‘The referee informs Weiland that he succeeds onthe highest rol as the creature has a defence score of 10 and chooses to reveal this now as the party has engaged the creature. Weiland rolls d8 for damage from hs longsword and gets a 6, which kills the creature outright. Referee: Weiland strikes true with along sweeping blow severing the neck ofthe creature, its head flies off and its body slumps tothe ground, dead, You catch your breath for afew ‘moments as Talia recovers from her shock and are both somewhat startled as the rope you had tied tothe brackets atthe top of the pit room falls to the ground next to you, the end of the rope has been severed. WEILAND, HUMAN WARRIOR LVL 1| HET 11 | DEF 13, Attributes: Fortitude d Strength d6, will 4 Skills: Athletics d6, Crafting d4, ‘Melee Combat d4, Ranged Combat “a Abilities: Second Wind, Shield Master Equipment: Leather Armour (+2), Shield (+2), Longsword (48), 200sp. TALIA, HUMAN ROGUE LVL 1|HLT‘9 | DEE 11 Attributes: Agility d6, Senses d6, Willd Skills: Languages (Common, Sign) 4, Open Locks 46, Slight of Hand 6, Traps d4 Abilities: Evasion, Lucky Equipment: Leather Armour (+2), 2x Daggers d4, 1755p, WYVERN (YOUNG) Draconic, Monstrosiy, Medium LVL 1| HLT'5 | DEF 10 | SKLdé| APP 1 | TSR ‘Combat: Bite/Claws (d4) & Stinger (short, paralysis, 4) Abilities: Flight, Fast, Dark Vision, Reach, Paralysis, + A ipedal winged dragon like creature with two legs, wings, that hunt in groups Capable of fight at great speed (3 range bands per turn) their presence is heard with a thunderclap Attacks twice in a round with «bite or claw and its stinging tail (short range) which paralyses the target ‘This creature isa young and not fully developed Wyvern with reduced statistics Mee aT SETTING OVERVIEW PAGE 13 HISTORY PAGE 14 a LN a) WORLD MAP REGIONS ' | Nad 4 PAGE 18 nh» wae ©) ra ; RULES COMPENDIUM | CHAPTER 2 | SETTING SETTING OVERVIEW THE FALLEN LANDS +The gameis st ina fantasy medieval world centred on one continent, the Fallen Lands. + This setting is designed to provide enough information to ‘ground your heroes in the realm. + Asa group, the players and referee may choose to ignore the setting and design one of your own. + World building is designed to be a collaborative experience between players and the referee where the setting is developed through gameplay and adventures to create your ‘own version of the world overtime. +The World Map represents commonly known regions ofthe Fallen Lands and wil be populated with specific places and locations overtime. + Print a copy ofthe world map (pg. 16) and add details as they are discovered through play. + Setting Notes refers to additional information which is collated and assumed to be common knowledge shared between the players and referee. POPULATIONS + Humans are the dominant race dwelling within the safe hhavens of steadings, villages, owns and strongholds under the control of self appointed lords, nobles, war chiefs or ruling councils. + Thepopulete ands re arrounded by a vit expanse of wilderness with few people venturing from their place of birth, + Northmen (Dwarf descendants) have migrated to their remote fortresses in the Northlands, + Wildfolk (Elf descendants) have migrated deep within the wilderness and shun contact with outsiders. GEOGRAPHY +The Fallen Lands isa small continent located in the northern hemisphere of the world. Ithas a temperate climate experiencing warm summers and cold winters. ‘+The continent is comprised of several regional areas although the largely human population only occupies a small fraction of the continents land mass. + Much ofthe borderland areas are harsh, wld, overgrown and unexplored, CURRENCY & TRADE + Trade has predominantly taken place within local regions through barter and exchange of goods primarily due tothe peril of wilderness travel + Inthe ast couple of decades, further trade and exploration haa started to take place. +The common currency ofthe Fallen Lands isthe silver piece (sp); copper pieces (cp) are also common (10 cp = | sp) ‘whilst gold pieces (gp) are uncommon (10 sp = 1 gp). LANGUAGES + Common tongue isthe most popula language spoken by hhumans inthe Fallen Lands although some regional dialects docexist. + Ancient, « hard-to-decipher set of runes from a distant era, ‘Ancient language checks are made at disadvantage. + Broken Tongue, a form of guttural barks and simple words, spoken by the Darkling races in the Broken Lands. + Dwarven, from the time ofthe Dwarves and spoken by the Northmen. + Elven from the time of the Elves and spoken by the Wildfolk and Wildlings. + Sign, a series of hand signals and body language used by traders of old, now adopted by thieves and rogues. + Sentrc, language of the Empire and an older more formal and archaic version of the common tongue. Many old church texts are written in Sentrc. RELIGION + The Church of Suunos is the dominant religion inthe Fallen Lands, popularised by the conquest of the Sentran Empire inthe past. ‘+ Inborderland and rural areas, many stil follow the worship ‘of Reeva known as ‘the old ways’ whose practices are ‘maintained by the Druid Order. Other minor religions, cults and practices also exist. One of the most feared is the worship of Kadmos, the God of Death. MaGIC + The knowledge and practice of magic is rare inthe Fallen Lands and those who publicly talk or practice such arts are generally viewed with fear and suspicion. DISCOVERIES + The referee may keep additional information and notes hhidden from the players so these can be discovered during the game, + When ew information s lcovered make note fthison the World Map and/or Setting Notes soa continuous record of information is maintained. + Setting notes should be kept concise (i.e. record key {information in ballet point format) for case of use. RULES COMPENDIUM | CHAPTER 2 | SETTING HISTORY New Age (NA): Time of the Primals -20,000 New Age (NA): Fall ofthe Ancients + Old megalithic structures and weird architectural ruins tell the tale ofan ancient civilisation. + Rare artefacts have been discovered which tells ofa time of magic. + The secrets ofthe ancients are buried deep within a ‘mythic underworld where the normal laws of realty are warped or broken. O Start of the New Age (NA): Rise of the Empire @———@ + Armillenninm ago, the Sentran Empire arrived from. across the western sea + Thelands were conquered and a new age began with the establishment ofthe City of Lanatus and the start of a new age (0'NA). + Military conquest and expansion continued as many regions were assimilated within the empire’ hold resulting in rebellion and conflict. + Atte height oftheir power, the Sentran Empire controlled most of the territories now known as the Fallen Lands and constructed churches in every settlement in worship of Suunos, the Sun-God. -—* Unknown: Time of the Primals auf $5,000 New Age (NA): Decline of the Elder Races Dwarven Lords once ruled from their impenetrable ‘mountain fortresses. Elven lans once lived amongst the ancient earth trees within the tree's roots which acted as pathways through. the vast wilderness. Their population dwindled asthe ‘magic ofthe land faded. Humankind was a young and fractured race. 450 New Age (NA): Fal of the Empire ‘The northern expansion campaign (circa. 400 NA) ‘opened up routes into the Broken Lands and resulted in conflict from a vast Darkling army of men, beasts and mutants. ‘The Darkling army invaded the lands to the south attacking, raiding and destroying settlements in a wave of conquest and terror. ‘The Sentran Empire and its allies fought along and arduous war (circa 410-450 NA) and eventually defeated the army of darkness but ata heavy cost. ‘The Empire collapsed, its resources depleted, the ‘human population was decimated and its power base weakened. u ec ee —} —- 930 New Age (NA): Age of Exploration Git eee Het ae nee Pec aon + Humanity recovered and started to expand their Ree eo ne eee eae territories, develop new trade routes and explore the regions abandoning settlements to the encroaching acneaih Pi mt wilderness +The infrastructure and impact ofthe Sentran Empire +The descendants ofthe elder races of Dwarves and es reed tothe edges of ition, ane prevalet with even of ld sad, strates and + The Sentran Empire was no more and the place became os one ape aap a + Those who explore deeper into the wilderness or Aeon i the bales Land farther underground can see evidence of structures from times before the Empire. + The Northmen live in isolation within their mountain forts with itl ouside contac. +The Wildfok became reclusive and have all but disappeared from the lands. ew people have seen an elf and their existence is considered a myth. u 950 New Age (NA): Present Day _— + Starting date for an adventure. RULES COMPENDIUM | CHAPTER 2 | SETTING FACTIONS THE CHURCH (MAJOR FACTION) ‘The Church of Suunos dominates the landscape, with its followers worshipping the Sun-God as their protector. Different factions exit within its structure, fromthe mltant order of Whitecloaks to the Brotherhood, the enigmatic defenders of humanity who ‘walkin the shadows. Organisation Type: Established Religion, Political Philosophy: Faith, Spread the word Reputation: Well-known Goals: pularise the worship of Suunos Establish a church in every settlement Resources: ‘Acolytes, Missionaries, Priests & High Priests Established church presence in key settlements THE ORDER OF MAGI (MINOR FACTION) Whispers oftheir existence carry through the ait lke the faint echoes of ancient magic. The descendants ofthe Seven Magi remain shrouded in mystery and myth, their sorcery an enigma to all those who lve beyond their cloistered abode Organisation Type: Magic Philosophy: Protection against evi and chaos Reputation: Forgotten Goals: ‘Defend humanity from supernatural threats Recruit members with the ‘gif Resources: Seven High Mages wandering the lands in secret ‘The Acropolis, home of the Magi in the Misty Isles ¥ ‘SENTRAN EMPIRE (MAJOR FACTION) ‘The shadow of the Sentran Empire looms larg, its tendrils stretching far and wide across the land. From the City of Lanatus, their power base, the agents of the empire move like whispers in the dark, infiltrating towns, settlements and strongholds, preparing Jor the resurgence ofthe new empire and a return tothe glory days of the First Empire Organisation Type: Political, Miltary Philosophy: Superiority, Rebuild the glorious empire Reputation: Feared Goals: + Build the Second Empire + Conquer all the regions Resources: + Sentran Imperial Army + Technology & knowledge DRUID ORDER (MINOR FACTION) ‘The winds carry the tales ofthe old ways, of those who revere and honour the ancient powers. They are the ones who hold a deep ‘onmection tothe land, who seek to unearth the primal forces that lie buried beneath the earth and sky, and who worship the Goddess Reeva as ther guide through this mystical journey. Organisation Type: Old Religion Philosophy: Neutral, Preserve the old ways Reputation: Traditional Goals: + Preserve the old ways, the worship of Reeva + Unearth the ancient primal powers Resources: + Druids, Wardens + Goodwill of ruralfbordetland villages in Ferlands. vm RULES COMPENDIUM | CHAPTER 2 | SETTING REGIONS NEW SENTRA MISTY ISLES Population: Human | Religion: Church of Suunos Population: Human | Religion: The Old Ways Factions: Sentran Empire Factions: Order of Magi +The coastal region of New Sentra exudes a sense of faded + ‘The Misty Isls, an archipelago shrouded in a permanent grandeur, where Lanatus, the City of Whispers, sill stands mist, possesses an aura of enigma and seclusion. atop its high plateau, a symbol ofthe Empire's past glory + Thehilly isles hide a labyrinthine network of caves, +The surrounding lands are a patchwork of hills, valleys, passages, and secrets, guarded by natural barriers of refs plains, and forests, dotted with strongholds and towns that and rocks, often overlooked by large man-made coastal once crossed major trade routes, but now struggle with a towers ‘growing class divide. + Despite the sparsely populated human population, many + Therruling nobility, nostalgic forthe days of their ancestor, small fishing villages and trading posts dot the coast, where proclaim their Sentran heritage. While the Church of the people follow ancient traditions and respect the old Suunos, a powerful political force, maintain its grip on ways every aspect of Sentran society SKARD TERRITORIES BROKEN LANDS Population: Human | Religion: Church of Suunos, The Old Population: Humanoid, Darkling Races | Religion: Cult, ‘Ways | Factions: Local Lords, Clans Minor Deities | Factions: Tribal Factions, Nomadic Groups + Anovergrovn wilderness expanse that hides many isolated + "The vast expanse of steppes and volcanic mountains stretch settlements, each controlled by territorial lords who endlessly, an eerie sight of fire and smoke that pains the sky maintain an uneasy alliance, giving this region a reputation in dark hues for being alawiess place. + The rugged terrain of rocky steppes, plateaus, and canyons +The land ranges from alpine mountainous areas to the north is dotted with cursed megalithic structures, formed of through hills, valleys, forests, and moorlands to the south, obsidian rock, and a reminder ofthe ancient power that while the hills and mountains conceal many old mines and conce resided here cave complexes that venture below. + Theland isa harsh and unforgiving place where only the + Disused roads and overgrown paths lead east and north, strongest survive among the nomadic tribes, savage abandoned from the days of the Empire, adding tothe air of, hhumanoids, and dangerous monsters that roam these lands, ‘mystery and danger that permeates this rugged landscape, RULES COMPENDIUM | CHAPTER 2 | SETTING NORTHERN TERRITORIES Population: Human, Northmen | Religion: Dwarven Deities, Minor Deities | Factions: Northmen Clans + The Northmen’s land are shrouded in mist, where rugged ‘mountains loom over the highlands and hills, and cold ‘winters are prevalent in the cooler climate + Fortified outposts guard the hidden mountain passes and trails while avast network of underground caves, dilapidated tunnels, canals, and deep lakes offer treacherous opportunities for exploration. + Rumours persist of great winged creatures circling the snow-covered mountain peaks, adding to the mystique and. danger ofthe Northmen's realm. WILDLANDS Population: Wildfolk | Religion: Elven deities, The Old Ways Factions: Wildfolk tribes, ‘The vast, emote forested lands tothe far east mark the boundaries ofthe known world, home to the Wildfolk, descendants of the dying Elven race. ‘The dense, impenetrable vegetation and foliage creates a growing forest canopy, where gigantic earth trees, older than time, lie buried, their roots stretching hundreds of. mls. Enchanted forests, haunted with deep earth magic, attract fell beasts that stalk the lands, while the Wildfolk live in tribal communities, deep within their forests, in solitude, watching their borders carefully and wary of outsiders. FARLANDS. Population: Human | Religion: The Old Ways Factions: Local Lords + Inthis remote region, the landscape is dominated by tall forests, fat-lowing rivers, nd snow-capped mountains, creating an untamed atmosphere. + The communities here rely on the land for survival, harvesting resources through farming, hunting, foraging and wood logging. + Asone ventures towards the wilderness, the remnants of an ancient past can be seen, with megalithic structures and pre-Empire ruins standing as a reminder ofthe land's rich history. UNDERWORLD Population: Darkling Races | Religion: Ancient Powers, Minor Deities | Factions: Tribal Factions ‘The Underworld i a shadowy realm of eternal night, where the only illumination comes from the dim glow of phosphorescent fungi and molten laa flows. ‘The airis thick with the stench of decay and dampness, and shadows lurk in every corner. Iisa world of perpetual danger, where one wrong turn «ould lead to plummeting down bottomless pits, being devoured by ravenous beasts, or ambushed by vicious predators lurking in the darkness, Vad ees) mays) ce Ce Rea me en Pe TC Dae POCO RULES COMPENDIUM | CHAPTER 3 | HEROES HEROES HEROES ‘A hero is the character you control in the game [A Character Sheet (pg. 62) is used to record your hero's attributes, skills, abilities and equipment. Heroes are considered a cut above normal folk with the potential to achieve great things. HERO DESCRIPTION ‘Ahero has a numberof statistics which measures the hero's ‘capability in different areas Race describes the heros ancestry this determines their starting statistics, Class describes the hero's profession and background, this influences their statistics, attributes, skills, abilities and determines their starting equipment. Level (LVL) is @ measure of the hero's experience, rated from 1 (start) to 10 (maximum). The higher the level the ‘more capable the hero. Health (HILT) is a score representing how much physical injury or stress through spll-casting a hero can endure before dying when ths falls to zero. Defence (DEF) is a score which reflects the target number required to hit the heroin combat and is dependent upon ‘Your race, armour worn and level Piety (PTY) isa score representing favour with your deity and is depleted when you call divine favours. Not all heroes will elect to follow a God and gain piety points. Attributes relate to your physical and mental characteristics, and are rated from 0 (normal untrained human) tod, 46, 48, 410 and d12 (hero maximum), ‘Skills relate to areas of expertise you have been trained in (ie, combat, crafting, magic, lore etc) and are rated from 0 (normal untrained human) tod, d6, 48, d10 and a2. Equipment lists weapons, armour and equipment carried ‘or worn by the hero. Abilities are either special feats linked to a hero's class or race, Abilities can only be chosen once and categorised as: + Passive (P) these abilities grant a permanent bonus; access toa spell domain or an action that can be used every turn + Encounter (E); when in combat you may use encounter abilities once per level per encounter (ia level 2 hero could use any one encounter ability twice or ‘two encounter abilities once per encounter). This resets cach combat, Outside of combat, you may use encounter abilities once per level per day. This resets aera fll rest. + Only one ability an be performed as an action at a time and these cannot be stacked. RACE Humans are the dominant species inthe Fallen Lands. Northmen (Dwarves) are descendants ofthe dwarven race who reside in their great mountain forts, Wildfolk (Elves) are descendants ofthe elven race who now live in isolation in the wilderness. ‘Wildlings (Half-Elves) are rare offepring of both human and wildfolk with no natural home and often travel. CLASS + Each class has a diferent career option which can influence their sil, abilities and equipment. Adventurers are explorers and treasure hunters. Assassins are masters of espionage and hired killers. Barbarians are wild, uncompromising fighters. Bards are travellers, wanderers and weavers of tales, Beast Masters are warriors and animal handlers. Bounty Hunters are skilled and ruthless trackers. Clerics are divineLY touched priest and prophets Crusaders are devout holy fighters. Druids are nature’ protectors and keepers of the old ways, Knights are champions, leaders and justice seekers. “Mages are practitioners ofthe magic arts, Mercenaries are sellswords and soldiers for hire ‘Monks are disciplined warriors who channel inner power, ‘Rangers are hunters, scouts and wilderness survivalist Rogues are thieves, edventurers and treasure hunters Swashbucklers are charismatic swordsmen and charlatans. ‘Warlocks are masters of both martial and arcane arts. Warriors are brave and skied fighters and folk heroes. Witches are practitioner ofthe dark arts. Zealots are devout followers of a deity or power. ‘WORLD BUILDING “The referee may wish to limit the numberof spell-casting classes (ie. Clerics, Druids, Mages, Warlocks, Witches & Zealots) to account fr their rarity in the setting. + The referee may challenge players to discover the other races during play before allowing new heroes of this race and may limit the number of non-human heroes to 1 of each type per player group to account fr thir rarity + Players may be asked to give the names of settlements, contacts, factions or adversaries as part ofthe hero-creation process. + Make a note of this information on your World Map, Setting Notes or Character Sheet RULES COMPENDIUM | CHAPTER 3 | HEROES ATTRIBUTES & SKILLS ATTRIBUTES & SKILLS + Attributes relate to your physical and mental characters + Skills describe your training, knowledge and learning in different disciplines. + Skill Di: Attributes and Skis are rated from 0 (untrained) to d4, d6,d8, d10 and dl2 (hero maximum) and added toa ‘check where relevant to improve your chance of success. Only an attribute or skill is added per check whichever is the most relevant, not both. + Attributes and Skills marked with an asterisk (*) are made at disadvantage when wearing heavy armour. UPGRADING SKILLS + When an attribute or skill is improved the skill die is increased from 0, d4,d6, d8, 410 and 12 (hero maximum), + Atcreation, ifthe class or career selections result inthe sill ‘being known more than once then increase this to the next skill die level ATTRIBUTES Name Description Agility* Reflexes and stealth Command Personality and leadership Fortitude Resisting physical effects, resting Senses Perception or awareness Strength Feats of might, carty +1 per skill die wil Resisting a mental effec, test of wilpower ‘SKILLS Name Description Alchemy Herb, medicine or alchemy Animal Handling Animal reactions or riding Athletios* Running, climbing, swimming, jumping Crafting Crafting repairing, customising items Guile Gathering info or negotiating Languages Read/speak, +1 language per skill die Lore General knowledge Magic Soroll use, spel-casting, magic resistance Melee Combat Fighting in hand-to-hand combat Open Locks Picking a lock, specialist tools required Ranged Combat Fighting with ranged/thrown weapon Religion Use of divine favours, religious knowledge Sleight of Hand* —ilfering or feats of manual dexterity Traps Creating or disabling traps or devices Wilderness Survival Survival navigating or racking + Attributes and Skills marked with an asterisk (*) are made at disadvantage when wearing heavy armour. RULES COMPENDIUM | CHAPTER 3 | HEROES CREATING A HERO (CHARACTER SHEET + Print a Character Shet (pg. 62) and follow the next steps to ‘reate your hero, HERO CREATION 1. Choose Race: Select your race or roll d6 on the Race Table to determine your starting race and make a note of your starting statistics. 2. Increase Attributes: Roll 2d6 on the Attributes Table and increase the relevant skill die for each atribute rolled. 3. Choose Class: Select your class o roll d20 on the Clas Table and make a note of any changes to your statistics (Le, attributes, skills or abi Increase Skills: Choose two different skils to improve Choose Ability: Choose one more clas ability from the lst ‘of those available for your chosen class in addition tothe ‘one you automatically know atthe outset. 6. Buy Equipment: Purchase additional equipment with your starting funds, 7. Choose Age: Choose your starting age based on your race description. 8. Background & Persona (Optional): Us this optional system to generate a background and persona for your hero. HERO CREATION EXAMPLE ‘Our player Darren decides to randomly create a new here 1, Race: Darren rolls ad6 (1) on the Race Table and gets Haman. The hero (now named Nerus) starts with statistics of 5 Health and 8 Defence and asa human gets to increase any one attribute (Strength) and one skill (Wilerness Survival), Darren could make these choices later inthe hero creation process ifhe wished. 2. Attributes: Darren ros 246 (2 + 6) on the Attribues Table and increases Neruss Command and Will attributes from 0 to d4. 3. Class: Darren rolls d20 (8) on the Class Table which {indicates the hero isa Druid clas, Nerus gains 4 health, {increases his will ability to d6 and hs lore and magic skills to d4 and gains the Barth Magic class ability He is. also equipped with robes, staff and 200 sp. Skills: Darren decides to improve Neruss athletics and ‘melee combat skills from 0 to d4. 5. Abilities: Nerus chooses the Arcane Magic ability for his Druid. (6. Age: Darren now chooses Neruss starting age of 30 years. NERUS, HUMAN DRUID (AGE 30) IVL1|HIT9| DEF 11 Skills Athletics d, Command d, Lore d, Magic d4, Melee Combat 44, Strength d4, Wilderness Survival d4, will de Abilities: Arcane Magic, Earth Magic Equipment: Robes (+1), Staff (44), 200 . RACE TABLE 46 Race 1 Human 2 Human 3 Human 4 Northmen (Owarf) 5 Wildfok (lf) 6 Wilding (Halt EIA) ATTRIBUTES TABLE 46 Attribute 1 Agility 2 Command 3° Fortitude 4 Senses 5 Strength 6 wil CLASS TABLE 20 Class, 1 Adventurer 2 Assassin 3 Barbarian 4 Bard 5 Beast Master 6 Bounty Hunter 7 Cleric 8 Crusader 18 Rogue 16 Swashbuckler 17 Warlock 18 Warrior 19. Witch 20 Zealot RULES COMPENDIUM | CHAPTER 3 | HEROES HUMAN NORTHMEN ‘The most common and dominant of the humanoid races inthe Fallen Lands. Descendants ofthe Dwarven race, who dvell inthe Northern Territories HUMAN STATISTICS BaseHealth 5 Base Defence 8 Languages: Common Attributes: Improve any one attribute at creation Skills Improve any one skill at creation Abilities: None Starting Age: 2010-40 years HUMAN DESCRIPTION Humans are the most diverse in terms of appearance and personality, and their population is widely distributed. Despite their diversity, they all speak the common tongue ofthe land, ‘Most humans live in rural areas, in strongholds, towns, steadings, villages, and hamlets scattered across the landscape. ‘Travel between settlements has historically been limited due to the dangers of wilderness travel However, a new era is beginning, with settlements expanding their territories, venturing into the borderlands to discover new resources, and establishing trade routes with other communities. ‘The promise ofa brighter future is on the horizon, but the dangers ofthe wild and the unknown stil lurk, making the journey ahead perilous yet fll of opportunity. {As the most common of the humanoid races. There are no restrictions on the number of human heroes in a party. NORTHMEN STATISTICS Base Health 10 BaseDefence 8 Languages: Common, Dwarven Attributes: Fortitude, Strenath, Will Skil Crafting, Languages Abilities: Dark Vision, Iron Ski, Long-lived Starting Age: 20 to 80 years NORTHMEN DESCRIPTION A hardy and stocky race possessing a natural strength and toughness. With their earthy skin tones and dark hair, they are «easly recognisable with the men often sporting beards and facial hair, adding to their rugged appearance. Northmen have a lifespan of up to 200 years. Having been driven from their ancient homelands, they now primarily reside in remote fortified settlements nestled within the hills and mountains ofthe northern territories. “These proud warriors, craftsmen, and builders live in clans made up of individual families. Northmen are known for their advanced knowledge of alchemy, mining, crafting, and technology. They have developed impressive underground fortresses, complete with munitions and tools to aid in their exploration and expansion. As a people, they are fiercely independent and resourceful, willing to do whatever i takes to protect their communities and secure their future Northmen are uncommon and it is recommended that only ‘one northmen hero exists in a party at one time. NORTHMEN ABILITIES + (P) Dark Vision: Ability to seein the dark up to medium range band (60ft). + @) Iron Skin: Damage resistance (DR), all damage rolls are reduced by 1 point +P) Long-Lived: Lifespan of up to 200 yeas (x2 human ag RULES COMPENDIUM | CHAPTER 3 | HEROES WILDFOLK WILDLING Descendants ofthe immortal eves, the eldest ofthe humanoid WILDFOLK STATISTICS BaseHealth 8 Base Defence 10 Languages: Common, Elven Attributes: Aili, Senses Skil: Athletics, Languages, Magic, Ranged Combat, Wilderness Survival Abilities: __ Alertness, Meditative Trance, Very Lona-lived Starting Age: 20 t0 100 years. WILDFOLK DESCRIPTION Wildfolk area dying race due to low birth rates and decreasing life spans compared to their true elf ancestors. They are slender graceful humanoids in appearance often with fair hair and pointed ears and have life span of up to 400 years. ‘They are creatures ofthe wildemess and have a strong affinity with magic and reside within tribal communities deep within the wildlands, generally voiding contact with other races. They speak a derivation ofthe elven tongue and are taught the common tongue ofthe and to enable them to communicate with other races should the need arise. Wildfolk heroes are very long-lived possess the meditation, ability and have keen senses Dac to their rarity, itis recommended only one wildfolk hero exists ina party ata time, WILDFOLK ABILITIES + (P) Alertness: Advantage on senses checks. + (P) Meditative Trance: Increase health recovered by omen sleep yon sl land rl ot aan ‘The offspring of Humans and Wildfolk. WILDLING STATISTICS BaseHealth 5 BaseDefence 9 Languages: Common, Elven Attributes: _Aqlity, Senses Skil Athletics, Languages, Magic, Ranged Combat Abilities: Adaptable, Alertness, Long/ved Starting Age: 20 10 50 years WILDLING DESCRIPTION ‘Wildlings (also known as Half-Bloods or Half-Elves) come from two different worlds but do not belong to either. Wildlings share the physical characteristics of both human and wildfolk parents although the dominance of traits can vary and their heritage ‘may not always be obvious. “They are generally found within wildfolk settlements, born as the offspring ofa human who has wandered far from home and a curious wildfolk. Their existence is tolerated but they have @ tendency to travel due to a general mistrust or lack of acceptance by the wildfolk tribe members. Wildlings ae inquisitive and adaptable. At creation, they may learn a class ability from any class. They are also long-lived, living for up to 200 years and speak both the common and elven languages. Duc to their rarity itis recommended only one wildling hero exists ina party ata time. WILDLING ABILITIES + () Adaptable: Select a class ability from any class of your choosing, + (P) Alertness: Advantage on senses checks. + (P) Long-Lived: Lifespan of up to 200 years (x2 human age). RULES COMPENDIUM | CHAPTER 3 | HEROES ADVENTURER ASSASSIN ‘Adventurers roam the land seeking hidden treasures and forgotten relics from a bygone era or secrets of the pas, a jack of al trade. ADVENTURER STATISTICS Health 6 Attributes: Skills Abilities: Fortitude, Senses Athletics, Lore, Melee Combat Lore Master Equipment: Leather Armour, Shortsword, Dagger, 200 sp Al (DVENTURER CLASS ABILITIES (P) Alertness: Advantage on senses checks. (P) Arcane Magic: Learn and use arcane magic spell. (P) Blind Fighting: Ignores disadvantage on melee combat checks when fighting inthe dark. (P) Coordinated: Advantage on athletics checks. (B) Counter Attack: Make a fre attack against an enemy with advantage that missed you in melee combat. (B) Dodge: Avoid an opponent’ attack, must be called before damage is rolled. (B) Fast Attack: Make two melee attacks as a single action, (¢) Jack of All Trades: Choose an ability from any other class. (P) Linguist: Advantage on language checks (P) Locksmith: Advantage on open lock checks. (P) Lore Master: Advantage on lore checks. (B) Lucky: The player may reroll any die but before the outcome is determined, (P) Marksman: Spend a combat turn aiming, On the next round, make a ranged attack and damage at advantage. (P) Nimble: Advantage on agility checks (P) Traps Expert: Advantage on trap checks, ‘Masters of espionage, using their stealth and cunning. Often feared and reviled for their ruthless efficiency and moral ambiguity. ASSASSIN STATISTICS Health 6 Attributes: Agility, Senses Skills: Melee Combat, Guile, Open Locks Abilities: Sneak Attack Equipment: Leather Armour, 2x Daggers, 200 sp ASSASSIN CLASS ABILITIES + (P) Alertness: Advantage on senses checks. + (P) Blind Fighting: Ignores disadvantage on melee combat checks when fighting in the dark + (E) Discerning Truth: Make a Senses vs. Will check to determine the truth about of a single statement. + (E) Dodge: Avoid an opponent’ attack, must be called before damage is rolled. + (E) Escape: Disengage from combat and make a double move ‘without incurring an opportunity attack. + (P) Evasion: +1 to defence wearing light or no armout. + (P) Improved Critical: Score a critical hit on a natural 19 ot 20. + (P) Linguist: Advantage on language checks. + (E) Lucky: The player may reroll any die but before the ‘outcome is determined, + (P) Marksman: Spend a combat turn aiming, On the next round, make a ranged attack and damage at advantage. + (P) Nimble: Advantage on agility checks. + (E) Quick Throw: Make two ranged attacks with thrown ‘weapon as single action, + (P) Silver Tongue: Advantage on guile checks + (E) Sneak Attack: On a surprise attack roll with advantage and damage is double. + (E) Stun Attack: Make a melee attack which if successful will force your opponent to lose its next turn, Applies to small or ‘medium opponents RULES COMPENDIUM | CHAPTER 3 | HEROES BARBARIAN BARD Fierce and powerful fighters, who rely on raw strength and Physical prowess, often hailing from wild regions BARBARIAN Mat Health 8 Attributes: Strength Skills: Melee Combat, Wilderness Survival Abilities: War Cry Equipment: Hide Armour, Battle Axe, 200 sp BARBARIAN CLASS ABILITIES + (P) Animal Companion: Gain a loyal animal companion whose level does not exceed player's. Can perform tasks, fight, and be resurrected or replaced when player levels up. + (E) Charge: Charge straight on and attack an enemy from, ‘medium range as an action (unarmoured or light armour only) + (P) Combat Reaction: Advantage on initiative checks + (E) Dodge: Avoid an opponent's attack, must be called before damage is rolled. + (E) Fast Attack: Make two mele attacks asa single action. + (E) Frenzy: Gain +3 temporary health in combat. + (E) Great Cleave: You can attack all opponents in close range to you asa single attack + (P) Hardy: Gain a permanent 3 health point increase. + (E) Intimidate: Force a combat morale check against a ‘medium or smaller-sized opponent. + (P) Iron Skin: Damage resistance (DR), all damage rolls are reduced by 1 point + (E) Mighty Blow: On a successful melee attack damage is doubled. + (P) Totem Magic: Learn and use totem magic spells + (P) Tough: Advantage on fortitude checks. + (E) War Cry: Make a war cry during combat which gives you advantage on your next two actions. + (P) Woodcraft: Advantage on wilderness survival checks ‘Traveller, wanderer and teller-of-ales, the bard weaves tales of ‘magic and adventure, bringing to life the legends of old BARD STATISTICS Health 6 Attributes: Command, Senses Skills: Guile, Languages (Choose One), Lore Abilities: Silver Tongue Equipment: Leather Armour, Dagger, Musical Instrument, 200 sp BARD CLASS ABILITIES + (P) Arcane Magic: Learn and use arcane magic spells. + (E) Disrupting Performance: Make an opposed Magic check to dispel a spell effect. Ona critical failure roll on the wild magic table. + (E) Dual Wielding: Make a bonus attack in combat with a second light weapon in your other hand. + (E) Empathic Link: Gain advantage on a reaction roll with ‘one monster, person or animal, Ona failure cannot target again that encounter + (E) Haunting Melody: Make a Magic vs Will check, one ‘opponent at long range acts with a disadvantage forthe encounter. Target may make a check to overcome asa free action each turn, + (E) Healing Song: Make a Magic vs. target 10 check to heal ‘dU health for one person within short range. + (B) Inspiring Words: Allies in short range gain advantage on their next action, + (E) Insulting Taunt: Make @ Command vs. Will check to ‘aunt an intelligent humanoid causing them disadvantage on their nex action, + (P) Iron Will: Advantage on will checks : of All Trades: Choose an ability from any other clas. + (P) Linguist: Advantage on language checks. + (P) Lore Master: Advantage on lore checks. + (B) Persuade: Make a Command vs. Will check to make a simple lawful demand of an NPC which must be obeyed. + (P) Silver Tongue: Advantage on guile checks. + (B) Telepathic Message: Make a Magic vs. Will check to send ‘hidden message to another person within sight. RULES COMPENDIUM | CHAPTER 3 | HEROES BEAST MASTER BOUNTY HUNTER A skilled fighter and animal handler, who has a special bond with the creatures ofthe wild and can command their loyalty BEAST MASTER STATISTICS Health 8 Attributes: Skil: Abilities: Strength ‘Animal Handling, Wilderness Survival Animal Companion Equipment: Hide Armour, Spear, Dagger, 200 sp BEAST MASTER CLASS ABILITIES (©) Animal Command: Make a Command vs.Will check to give an animal a one word command to obey that does not involve self-harm. (P) Animal Companion: Gain a loyal animal companion whose evel does not exceed player's. Can perform tasks, fight, and be resurrected or replaced when player levels up. (©) Charge: Charge straight on and attack an enemy from ‘medium range as an action (unarmoured or light armour only) (B) Coordinated Attack: You and your animal companion gain advantage to attack against an opponent. (P) Creature Whisperer: Advantage on animal handling checks (B) Dodge: Avoid an opponent’ attack, must be called before damage is rolled. (B) Fast Attack: Make two melee attacks as a single action, (©) Intimidate: Force a combat morale check against a ‘medium or smaller sized opponent. (P) Iron Skin: Damage resistance (DR), all damage rolls are reduced by 1 point (B) Mighty Blow: On a successful melee attack damage is doubled (B) Speak with Creatures: Make a Command vs. Will check to speak with any creature and ask 1 question with a one word answer. On a critical failure creature reacts negatively (E) Summon Creature: Make an opposed Magic check to summon a random animal natural tothe area to you. its reaction is uncertain, (P) Totem Magic: Learn and use totem magic spells. (B) War Cry: Make a war cry during combat which gives you advantage on your next two actions. (P) Woodcraft: Advantage on wilderness survival checks. A skilled and ruthless tracker. Independent and self reliant often with a dangerous reputation. BOUNTY HUNTER STATISTICS Health 6 Attributes: Fortitude, Will Skills: Guile, Melee Combat, Wilderness Survival Abilities: Stun Attack Equipment: Leather Atmour, Crossbow, Bolts, Dagger, 200 sp BOUNTY HUNTER CLASS ABILITIES + (P) Alertness: Advantage on senses checks. + (P) Combat Reaction: Advantage on initiative checks. + (E) Discerning Truth: Make a Senses vs. Will check to determine the truth about a single statement, + (P) Improved Critical: Score a critical ht on a natural 19 or 20. + (E) Intimidate: Force a combat morale check against a medium or smaller sized opponent. + (P) Linguist: Advantage on language checks. + (P) Marksman: Spend a combat turn aiming. On the next round, make a ranged attack and damage at advantage. + (P) Pack Rat: Inventory carrying capacity increases by 2 slots. + (E) Parry: Counter a successful attack and take no damage, must be called before damage is rolled. + (E) Precise Strike: Attack with advantage and roll exploding damage, + (E) Sharpshooter: Bows and crossbows can be fired an extra range distance. + (B) Silver Tongue: Advantage on guile checks. + (B) Sneak Attack: On a surprise attack roll with advantage and damage is doubled. + (B) Stun Attack: Make a melee attack which if successful will force your opponent to lose its next turn, Applies to small or ‘medium opponents. + (P) Woodcraft: Advantage on wilderness survival checks. RULES COMPENDIUM | CHAPTER 3 | HEROES CLERIC CRUSADER Divine-touched people in the service oftheir patron Sunnos. ‘operating in many guises as priests, witch- hunters or prophets, CLERIC STATISTICS Heath 4 Attributes: Will Skills: Magi, Religion Abilities: Divine Magic Equipment: Robes, Staff, Holy Symbol, 200 sp CLERIC CLASS ABILITIES + (P) Almighty Blow: Mele attacks against undead creatures cause double damage. + (P) Arcane Magic: Learn and use arcane magic spells. + (E) Discerning Truth: Make a Senses vs, Will check to determine the truth about a single statement. + (P) Divine Magic: Learn and use divine magic spells. + (E) Divine Strike: Make an attack and damage at advantage, attack treated as magical + (E) Exorcise: Make an opposed magic check to remove a negative magical effect from a person. + (P) Form Magic: Learn and use form magic spell. «+ (E) Healing Hands: Make a Magic vs. target check to care disease, remove paralysis or remove poison. «+ (E) Holy Aura: Grant an advantage to alles in short range for one turn, + (P) Light Magic: Learn and use light magic spells. + (P) Psionic Magic: Learn and use psionic magic spells. + (E) Radiant Light: Pray for light on an inanimate object, lights within short range fr the encounter + (P) Rune Magic: Learn and use rune magic spells. + (E) Turn Undead: Force a morale check on one type of, undead within medium range, make an opposed Will check. + (E) Unholy Sense: Make an opposed Religion check to sense the presence of unholy (undead, dark or chaotic) creatures at Jong range. Clerics belong to the Church organisation and worship the God SSuunos (see The Gods pg. 58). Non-Humans may follow their own Gods. ‘A devout and righteous fighter, who wields the power of ther faith and divine magic to smite evil and defend the innocent. CRUSADER STATISTICS Heath 8 Attributes: Command Skils: Melee Combat, Religion Abilities: Shield Master Equipment: Chainmail Armour, Shield, Longsword, 200 sp CRUSADER CLASS ABILITIES + (P) Almighty Blow: Melee attacks against undead creatures cause double damage. + (E) Aura of Courage: Medium range aura that instills courage in your allies, advantage to morale/fear checks for 3 ‘turns. + (B) Aura of Glory: Emit a medium range aura that cause all ‘opponents to attack you for 3 turns. + (E) Divine Health: You gain immunity to poison, disease or paralysis for the encounter. + (E) Divine Strike: Make an attack and damage at advantage, attack treated as magical. + (E) Fast Attack: Make two melee attacks asa single action + (E) Healing Hands: Make a Magic vs target check to cure disease, remove paralysis or remove poison + (P) Inspiring Leader: Advantage on command checks. + (E) Inspiring Words: Grant allies in short range an advantage ‘on their next action. + (E) Intimidate: Force a combat morale check against a ‘medium or smaller sized opponent. + (P) Iron Will: Advantage on will checks. + (E) Mighty Blow: On a successful melee attack damage is doubled. + (P) Mounted Combat: Advantage on attack and damage rolls ‘when riding a hors in battle. + (P) Shield Master: Additional +1 defence when usinga shield, + (E) Unholy Sense: Make an opposed Religion check to sense the presence of unholy (undead, dark or chaotic) creatures at Tong range. Write a sentence to describe your knights code of honour. @ RULES COMPENDIUM | CHAPTER 3 | HEROES KNIGHT An order of protectors who follow the old ways. Attuned to nature with an affinity tothe Earth Goddess DRUID STATISTICS Health 4 Attributes: Will Skils: Lore, Magic Abilities: Earth Magic Equipment: Robes, Staff, 200 sp DRUID CLASS ABILITIES + (P) Air Magic: Learn and use air magic spells. + (P) Animal Bond: Advantage on animal handling checks. + (P) Animal Companion: Gain a loyal animal companion ‘whose level does not exceed players. Can perform tasks, fight, and be resurrected or replaced when player levels up. (P) Arcane Magic: Learn and use arcane magic spells. (P) Earth Magic: Learn and use earth magic spells. {(P) Fire Magic: Learn and use fire magic spells. (B) Ghost Walker: Disappear into the background when at least short range away from an opponent, ends if you take a combat action. + (P) Light Magic: Learn and use light magic spells. + (P) Nature Magic: Learn and use nature magic spells. + (E) Shape Change: Transform into a small animal for the encounter + (E) Suggestion: Make a Magic vs, Wil check, target follows a ‘one word command that does it no harm. + (E) Telepathic Insight: On a successful Magic vs, Will check, read the mind of one person or monster in medium range. ‘Ask one question which gives a one word answer. + (P) Totem Magic: Learn and use totem magic spells. + (E) Summon Creature: Calla random animal natural to the area to you, its reaction is uncertain + (P) Water Magic: Learn and use water magic spells. Druids follow the old ways and worship the Goddess Reeva (See ‘The Gods pg. 58). Non-Humans may follow their own Gods. Armoured soldiers, masters of martial combat and champions of the people who live by the strength oftheir reputation. KNIGHT STATISTICS Health 8 Attributes: Command Skils: Animal Handling, Melee Combat Abilities: Persuade Equipment: Chainmail Armour, Shield, Longsword, 200 sp KNIGHT CLASS ABILITIES + (E) Fast Attack: Make two melee attacks a a single action, + (P) Inspiring Leader: Advantage on command checks. + (B) Inspiring Words: Allis in short ange gain advantage on their next action, + (P) Iron Will: Advantage on will checks. + (P) Killing Blow: If your attack kills an enemy you may automatically attack another within close range. + (E) Mighty Blow: On a successful melee attack damage is doubled. + (P) Mounted Combat: Advantage on attack and damage rolls ‘when riding a hors in battle. + (E) Parry: Counter a successful attack and take no damage, must be called before damage is rolled. + (B) Persuade: Make a Command vs. Will check to make a simple lawful demand of an NPC which must be obeyed. + (P) Protect: Asan action, defend a target close to you for your turn, Any attack on them is at disadvantage until your next turn, + (P) Shield Bash: Make a melee attack, on a hit follow up with 4 shield bash causing an extra d4 damage. + (P) Shield Master: Additional +1 defence when using a shield. + (P) Squire: Gain a Ist-level NPC follower. + (E) War Cry: Make a war cry during combat which gives you advantage on your next two actions. + (P) Weapon Specialisation: Choose a weapon, when using this weapon rol exploding damage Write a sentence to describe your knights code of honour. RULES COMPENDIUM | CHAPTER 3 | HEROES MAGE MERCENARY _Mages are scholars, explorers, investigators, historians, seekers of ‘ancient knowledge and practitioners ofthe sorcerous arts. MAGE STATISTICS Health 4 Atibutes: Will Skills: Lore, Magic Abliies: Arcane Magic Equipment: Robes, Dagger, 200 sp MAGE CLASS ABILITIES + (P) Air Magic: Learn and use air magic spells + (P) Arcane Magic: Learn and use arcane magic spells. + (E) Counter Spell: Make an opposed Magic check to deflect a spell back agains the caste. On a critical failure roll onthe wild magic table, + (P) Earth Magic: Learn and use earth magic spells. + (P) Familiar: Gain a pet that obeys your commands; small or tiny animal, avian reptile, rodent or insect; can be resurrected or replaced when the player levels up. + (E) Familiar Casting: Casta spell originating at your familiar’ location within medium range. + (P) Fire Magic: Learn and use fire magic spells. + (P) Form Magic: Learn and use form magic spell + (P) Ice Magic: Learn and use ice magic spells. + (P) Lore Master: Advantage on lore checks + (P) Matter Magic: Learn and use matter magic spells. (P) Rune Magic: Learn and use rune magic spells. (B) Spell Focus: Charge a spell expending 0 health points. (P) Time Magic: Learn and use time magic spells. (P) Water Magic: Learn and use water magic spells. Mages have an affinity with Morraine the Mysterious but are not obliged to follow the deity (See The Gods pg. 58). Non-Humans may follow their own Gods. A battle-hardened fighter and tactician who often sls their skills and services tothe highest bidder. MERCENARY STATISTICS Health 8 Attributes: Fortitude Skils: Athletics, Melee Combat Abilities: Combat Tactician Equipment: Leather Armour, Shield, Longsword, 200 sp MERCENARY CLASS ABILITIES + (P) Combat Reaction: Advantage on initiative checks. + (E) Combat Tactician: Reads the flow of battle. You and an ally close to you attack with advantage + (E) Counter Attack: Make a free attack against an enemy ‘with advantage that missed you in melee combat. + (E) Fast Attack: Make two melee attacks a a single action, + (P) Inspiring Leader: Advantage on command checks. + (E) Inspiring Words: Allies in short range gain advantage on their next action + (P) Mounted Combat: Advantage on attack and damage rolls ‘when riding a hors in battle. + (E) Parry: Counter a successful attack and take no damage, must be called before damage is rolled. + (E) Precise Strike: Attack with advantage and roll exploding damage + (E) Rally: May reverse a failed morale check to anyone friendly within medium range. + (P) Second Wind: Combat encounter limit for abilitis is doubled. + (P) Shield Bash: On a successful meee attack, make another free attack with your shield for d4 damage and the opponent is stunned acting at disadvantage next turn. + (P) Shield Master: Additional +1 defence when using a shield. + (P) Shield Wall: Additional +1 defence while in close range with other another shield-bearing aly. + (P) Skirmish: Melee attack and move if not using heavy armour. Does not provoke opportunity attack. RULES COMPENDIUM | CHAPTER 3 | HEROES MONK RANGER A disciplined martial artist living a simple life of meditation and self-discipline MONK STATISTICS Heath 6 Attributes: Fortitude, Will Skils: Lore, Magic, Religion Abilities: Meditative Trance Equipment: Robes, Staff, 200 sp MONK CLASS ABILITIES + (P) Alertness: Advantage on senses checks, + (E) Deflect Projectile: You may defect a projectile attack. “Must be chosen before damage is rolled. + (P) Divine Magic: Learn and use divine magic spells. + (E) Divine Strike: Make an attack and damage at advantage, attack treated as magical. + (E) Dodge: Avoid an opponent's attack, must be called before damage is rolled. + (P) Evasion: +1 to defence wearing light or no armour + (E) Fast Attack: Make two melee attacks a a single action. + (E) Flurry Attack: Make 4 unarmed attacks ina single round, each causing d4 damage. + (E) Flying Leap: Make a flying eap up to short range as part of an action. + (P) Iron Will: Advantage on will checks + (E) Lucky: The player may re-oll any die but before the outcome is determined, + (P) Meditative Trance: Increase health recovered by overnight sleep by one skill die and roll at advantage. + (P) Psionic Magic: Learn and use psionic magic spells. + (P) Skirmish: Melee attack and move if not using heavy armour. Does not provoke opportunity attack. + (E) Stun Attack: Make a melee attack which if sucessful will force your opponent to lose its next turn. Applies to small or ‘medium opponents. Rangers are master archers and outdoor survival experts often serving as scouts, hunters and woodsman, RANGER STATISTICS Health 8 Attributes: —Aaility Skils: Ranged Combet, Wilderness Survival Abilities: Woodcraft Equipment: Leather Armour, Shortbow, Arows, Dagger, 200 sp RANGER CLASS ABILITIES + (P) Alertness: Advantage on senses checks. + (P) Animal Bond: Advantage on animal handling checks. + (P) Animal Companion: Gain a loyal animal companion ‘whose level does not exceed the payer's. Can perform tasks, fight, and be resurrected or replaced when the player levels y + Dodge: Avoid an opponent’ attack, mus be called before damage i rolled. + (E) Dual Wielding: Make a bonus attack in combat with a second light weapon in your other hand, + (P) Evasion: +1 to defence wearing light or no armout. + (P) Marksman: Spend a combat turn aiming. On the next round, make a ranged attack and damage at advantage. + (P) Nimble: Advantage on agility checks. + (E) Quick Shot: Make two ranged attacks asa single action witha bow. + (P) Reaction Shot: Bonus ranged attack before combat starts unless you were surprised, + (E) Sharpshooter: Bows and crossbows can be fired an extra range distance. + (P) Skirmish: Mele attack and move if not using heavy armour. Does not provoke opportunity attack. + (P) Strider: Move at double speed through wilderness terrain; ‘once per session. During exploration. you can evade enemies ‘when encountered in wilderness terrain, + (P) Totem Magic: Learn and use totem magic spells. + (P) Woodcraft: Advantage on wilderness survival checks. RULES COMPENDIUM | CHAPTER 3 | HEROES ROGUE SWASHBUCKLER Rogues are treasure-hunters, explorers and people of questionable repute who rely on stealth, agility and thei specialist sil, ROGUE STATISTICS Health 6 Attributes: Aaily, Senses Skills ‘Languages (Sign), Open Locks, Sleight of Hand Abilities: Lucky Equipment: Leather Armour, Dagger, 200 sp ROGUE CLASS ABILITIES + (P) Alertness: Advantage on senses checks. + (P) Blind Fighting: Ignores disadvantage on melee combat checks when fighting inthe dark. + (P) Coordinated: Advantage on athletics checks. + (P) Dextrous: Advantage on sleight-of-hand checks. + (E) Dodge: Avoid an opponent's attack, must be called before damage is rolled. + (E) Dual Wielding: Make a bonus attack in combat with a second light weapon in your other hand. + (E) Escape: Disengage from combat and make a double move ‘without incurring an opportunity attack. + (P) Evasion: +1 to defence wearin light or no armour. + (P) Locksmith: Advantage on open lock checks + (E) Lucky: The player may re-oll any die but before the outcome is determined. + (P) Marksman: Spend a combat turn aiming, On the next round, make a ranged attack and damage a advantage. + (P) Nimble; Advantage on agility checks. + (P) Silver Tongue: Advantage on guile checks. + (B) Sneak Attack: On a surprise attack rol with advantage and damage is doubled. + (P) Traps Expert: Advantage on trap checks, A charismatic and flamboyant swordsman, rascal and charlatan known for ther acrobatic swordplay, wit, and charm. SWASHBUCKLER STATISTICS Health 6 Attributes: Agility, Command Skils: Athletics, Guile, Melee Combat Abilities: Counter Attack Equipment: Leather Armour, Shortsword, Dagger, 200 sp ‘SWASHBUCKLER CLASS ABILITIES + (B) Acrobatic Attack: May drop or leap over an object within short range and make an attack as an action. + (P) Combat Reaction: Advantage on initiative checks. + (E) Combat Tactician: Reads the flow of battle. You and an ally lose to you attack with advantage + (E) Counter Attack: Make a free attack against an enemy with advantage that missed you in melee combat. + (E) Dual Wielding: Make a bonus attack in combat with a second light weapon in your other hand, + (E) Escape: Disengage from combat and make a double move ‘without incurring an opportunity atack. + (P) Evasion: +1 to defence wearing light or no armout. + (E) Fast Attack: Make two melee attacks as a single action, + (E) Parry: Counter a successful attack and take no damage, must be called before damage i rolled. + (E) Persuade: Make a Command vs. Will check to make a simple lawful demand of an NPC which must be obeyed. + (E) Precise Strike: Attack with advantage and roll exploding damage + (P) Silver Tongue: Advantage on guile checks. + (P) Skirmish: Melee attack and move if not using heavy armour. Does not provoke opportunity attack. + (E) Taunt: Anger an intelligent opponent causing them to attack at disadvantage on their next turn. + (P) Weapon Specialisation: Choose a weapon, when using this weapon roll exploding damage. RULES COMPENDIUM | CHAPTER 3 | HEROES WARLOCK WARRIOR A warlock harnesses both arcane and martial powers with supernatural powers and abilities. WARLOCK STATISTICS Health 4 Attributes: Will Skills: Lore, Magic Abilities: Arcane Magic Equipment: Robes, Dagger, 200 sp WARLOCK CLASS ABILITIES + (P) Air Magic Learn and use air magic spells + (B) Arcane Magic: Lear and use arcane magic spells + (B) Counter Attack: Make afre attack against an enemy with advantage that missed you in melee combat. (P) Earth Magic: Learn and use earth magic spel () Fast Attacle Make two melee attacks a a single ation. (®) Fire Magic: Learn and use fire magic spells. (B) Form Magic: Learn and use form magic spl (P) Ice Magic: Lean and use ice magic pels. (@) Parry: Counter a succesfl attack and take no damage, must be called before damage is rolled. (@) Precise Strike: Attack with advantage and rll exploding damage. (®) Psionic Magic: Learn and use psionic magic spel (P) Matter Magic: Learn and use matter magic spells (®) Shadow Magic: Learn and use shadow magic spells. (€) Sorcery Surge: Cast spel at advantage, wild magic occurs ona natural 1-3. + (P) Water Magic: Learn and use water magic spells A brave and sifu fighter who has earned their reputation through deeds of valour and heroism. WARRIOR STATISTICS Health 8 Attributes: Strength Skils: Melee Combat, Ranged Combat Abilities: Second Wind Equipment: Leather Armour, Longsword, Shield, 200 sp WARRIOR CLASS ABILITIES + (P) Blind Fighting: Ignores disadvantage on melee combat checks when fighting inthe dark. + (P) Combat Reaction: Advantage oni + (E) Combat Tactician: Reads the flow of battle. You and an ally lose to you attack with advantage + (E) Counter Attack: Make a free attack against an enemy with advantage that missed you in melee combat. + (E) Fast Attack: Make two melee attacks a a single action + (E) Great Cleave: You can attack all opponents in close range to youasa single attack + (B) Lucky: The player may re-oll any die bu before the ‘outcome is determined + (P) Master Craftsman: Advantage on crafting checks. + (E) Mighty Blow: On a successful melee attack damage is doubled. + (E) Parry: Counter a successful attack and take no damage, must be called before damage is rolled. + (E) Precise Strike: Attack with advantage and roll exploding damage + (P) Second Wind: Combat encounter limit for abilities is doubled. + (P) Shield Bash: Make a melee attack, on a hit follow up with a shield bash causing an extra 4 damage. + (P) Shield Master: Additional +1 defence when using shield. + (P) Weapon Specialisation: Choose a weapon, when using this weapon rol exploding damage RULES COMPENDIUM | CHAPTER 3 | HEROES WITCH ZEALOT A practitioner ofthe dark arts who wields supernatural powers ‘and posseses expert alchemy skills WITCH STATISTICS Heath 4 Attributes: Will Skils: Alchemy, Magic Abilities: Totem Magic Equipment: Robes, Dagger, Alchemy Kit, 200 sp WITCH CLASS ABILITIES + (P) Alchemist: Advantage on alchemy checks. {(P) Arcane Magic: Learn and use arcane magic spell. (B) Blackout: Cause darkness on an inanimate object, darkens within short range for the encounter. (P) Chaos Magic: Learn and use chaos magic spells, (B) Counter Spell: Make an opposed Magic check to deflect a spell back against the caster. On.a critical failure rol on the wild magic table. (P) Dark Magic: Learn and use dark magic spells (B) Divination: Outside of combat, make an opposed Magic vs target check set by the referee to ask two one word questions. A failed rll results in no response. (P) Familiar: Gain a pet that obeys your commands; small or tiny animal, avian reptile, rodent or insect; canbe resurrected or replaced when the player levels up. (© Familiar Casting: Cast a spell originating at your familiar’ location within medium range. (B) Hex: Make a Magic vs. Will check, one opponent at ‘medium range acts with a disadvantage forthe encounter. (P) Lore Master: Advantage on lore checks (P) Rune Magic: Learn and use rune magic spells. (B) Shape Change: Transform into small animal for the encounter. (P) Shadow Magic: Learn and use shadow magic pells. {(P) Totem Magic: Learn and use totem magic spells. Witches have an affinity with Morraine or Kadmos the God of Death but are not obliged to follow either deity (see The Gods pg 58), Non- Humans may follow their own Gods. © A devout jllower of deity or dark power. Teir faith is unwavering and ther determination unyielding ZEALOT STATISTICS Health 4 Attributes: Will Skils: Lore, Magic Abilities: Dark Magic Equipment: Robes, Staff, 200 sp TEALOT CLASS ABILITIES () Arcane Magic: Learn and use arcane magic spells. (B) Blackout: Cause darkness on an inanimate object, darkens within short range fr the encounter. (©) Cause Fear: Make a Magic vs, Will check, one opponent at medium range acts witha disadvantage for the encounter. (P) Chaos Magic: Learn and use chaos magic spells. (P) Dark Magic: Learn and use dark magic spell (©) Deathly Strike: Make your next attack and damage roll with advantage, attackis treated as magical. (P) Matter Magic: Learn and use matter magic spells. (©) Necrotic Touch: Make an opposed Magic vs Fortitude ‘check to drain d4 health from an opponent in close range. Restore your health by this amount. (&) Persuade: Make a Command vs, Will check to make a simple lawful demand of an NPC which must be obeyed. (P) Psionic Magic: Learn and use psionic magic spells (B) Raise Undead: Make an opposed Magic check to raise the body of a skeleton which obeys your command for an encounter. (P) Rune Magic: Learn and use rune magic spells. (B) Shadow Cloak: You may bring forward an action to ‘create a cloak of darkness around you. You may not move but all attacks received that turn are made at disadvantage. (P) Shadow Magic: Learn and use shadow magic spells. (B) Speak with Dead: Make a Command vs, Will check to speak with any creature and ask 1 question with a one word answer Zealots worship Kadmos the God of Death (see The Gods pe. '58). Non-Hiumans may follow their own Gods. RULES COMPENDIUM | CHAPTER 3 | HEROES HERO BACKGROUND (OPTIONAL) HERO BACKGROUND + This is an optional system which can be used to generate a brief backstory for your hero detailing ther place of origin and some major events during their upbringing and at the start oftheir adventuring carer. + Tables referenced in Hero Background can be found on age 25. + This may lead to the award of a boon (some benefit your hero possesses) ora bane (some adversity your hero has incurred) and can be used as future plot hooks by the referee in your adventuring career. + Thereis.a possiblity that the hero may die or level up during this process If these extremes are not to your liking replace the options as follows: Death; take two negative {impacts from the Boon/Bane Table and Level Up; take two positive impacts from the Boon/Bane Table. You must either use or ignore the death and level-up options together. BACKGROUND CREATION PROCESS 1. Origin: Roll d6 on the Place of Origin Table to determine the region from where you originate. 2 Home: Roll d6 on the Home Settlement Table to determine the type of settlement you came from. Ifthe result isa named place, also make a note of this on your group's World Map, 3. Background: Roll d6 on the Background Table and choose ‘one of the results which described your heros background. 4. Background Event: Rll 246 on the Background Event Table and combine these results to generate an idea for a major ‘event that occurred when you were growing up. 5. Background Event Outcome: Roll dé on the Event Outcome Table and make a note ofthese results which will ‘be determined in the nex step. 6. Boon/Bane: Roll d6 on the Boon/Bane Table and use the postive or negative results from the last table to determine ‘what your hero may have lost or gained from the event. 7. First Major Career Event: Roll 346 on the Quest Event Table and combine the results to generate a quest your hero was involved in, 8. Quest Outcome: Roll d6 on the Quest Outcome Table and make a note ofthese results which willbe determined in the next step. 9. Boon/Bane: Roll d6 on the Boon/Bane Table and use the Positive or negative results from the last table to determine what your hero may have lost or gained from the event. 10. Second Major Career Event: Repeat steps 7 to 9 once more to determine your second career event. BACKGROUND CREATION EXAMPLE (Our player Darren is creating a backstory for their character, ‘Nerus the Human Druid 1, Origin: Rolls d6 (2) on the Place of Origin Table and finds Nerus originates from the Misty Isles. 2, Home: Rolls d6 (4) on the Home Settlement Table to determine Nerus comes from a named village which he decides to call Driftvater and marks this region on the ‘World Map. 3. Background: Rolls d6 (2) on the Background Table fora common worker result and decides his family background was fishing. 4. Background Event: Rolls 246 (6,5) on the Background vent Table to get training/learning/study event witha competitor/rival/enemy. The player decides Nerus was given an opportunity to study with a ising rival despite his family’ protestations 5. Background Event Outcome: Rolls d6 (6) on the Event Outcome Table to geta great success and two pos outcomes on the next table. 6. Boon/Bane: Rolls 246 (2,1) on the Boon/Bane Table to ‘get a positive result for; enemy/monster or faction and ally/companion/friend, Nerus was involved in a suceessfil fishing expedition where he turned a rival into a friend and gained knowledge about the mysterious Merfolk living inthe area 7. First Major Career Event: Roll 346 (3, 1,5) on the Quest Event Table which generates an; explore discover, faction; enchantment! magic results. Nerus decides to seek out the tribes ofthe mysterious Merflk. 8. Quest Outcome: Rolls d6 (4) on the Quest Outcome Table which indicates a success on one positive result. 9. Boon/Bane: Ros d6 (3) on the Boon/Bane Table and use the postive result ons information/knowledge or secret. Nerus has learnt the way to find the reclusive Merfolks sanctuary. 10. Second Major Career Event: Steps 7 to 9 were repeated to determine a second career event. Nerusis presented with a problem to solve the mystery about an abandoned child. However, he fils this quest and as a result has now taken on responsibility forthe small child, Danyal. NERUS, HUMAN DRUID Background: Studied with and has a close fishing ally (Marek) who was once a rival Learned the way to find the reclusive Merfolks sanctuary. Has responsibility fr the small child, Danyal RULES COMPENDIUM | CHAPTER 3 | HEROES PLACE OF ORIGIN TABLE 6 Success 1 Fatlands 2. Misty Isles 3 New Sentra 4 Northern Teritores (default for Northmen) 5 Skard Teritories 6 Parts Unknown/Beyond (default for Wldings, Wild Folk) HOME SETTLEMENT TABLE 6 Success 1 Nomadic, Traveling 2 Isolated Place (ie, Temple, Church) 3° Unnamed Hamlet 4 Named Village 5. Named Town, Keep, Castle 6 Named City BACKGROUND TABLE 6 Background 1. Orphan, Urchin, Rogue, Nomadic 2 Common, Worker, Family Trade 3 Trading, Traveller, People 4 Skilled Trade, Apprentice 5 Scholarly, Educated, Studied, Religious 6 Privileged, ich, Politics, Noble BACKGROUND EVENTS TABLE 6 Event with 1 Confrontation, Altercation Faction 2 Discovery, Exploration Family Member 3 Chase, Hunt, Survival Monster 4 Negotiation, Persuasion Ally, Friend, Companion 5 Natural Disaster, Event Competitor, Rival, Enemy 6 Training, Learning Study Unknown Person EVENT OUTCOME TABLE a6 1 Outcome Complete Failure, two negatives impact on boon/tane table Failure, one negative impact on boonybane table Partial Failure, one positive + negative on boon/bane table Partial Success, one positive + negative on boon/bane table Good Success, one positive on the boon/bane table Great Success, two positives onthe boon/bane table BOON/BANE TABLE 46 1 2 3 4 5 6 Result Aly, Companion, Fiend, Mentor Enemy, Monste, Faction Information, Knowledge, Secret Object, Treasure, Possession (non-magic up to 500 sp) Place, Location, Landmark Reputation, Home Settlement, Family QUEST EVENT TABLE 6 1 Nature Peace -no event Defeat, Stop Explore, Discover Find, Retrieve Rescue, Protect Solve, Learn Objective Theme Faction Abandoned, Ruins Knowledge, Seoret Deep, Dungeon Monster Lait, Den, Infested Object, Treasure Haunted, Evil Person Enchantment, Magic Place, Location Wilderness, Wilds QUEST OUTCOME TABLE a6 1 Outcome Death, hero dies Failure, one negative impact on the boon/bane table Partial failure, one positive + negative on boon/bane table ‘Success, one positive on the boon/bane table Great Success, two positives onthe boon/bane table Level Up, gain a level and add 5 years* to ther age * x2 for longs ived or x4 for very longlived heroes RULES COMPENDIUM | CHAPTER 3 | HEROES HERO PERSONA (OPTIONAL) WW ' WY ‘This section provides some optional tables to help you fcolgser ai elonrpdepeeh You may consult the tables and use these as inspiration or ccm contenen che cneag ee results you lke to craft your heros unique appearance and ‘outlook on life. 3, PERSONALITY TABLE 4, PHYSICAL ATTRIBUTES 20 “People think lam.” 20 "Iook.” O1 Adaptable OT Alluring 02 Analytical, 02 Beautiful 03. Arrogant 03. Blemished 04 Charismatic 04 Charming 05 Compassionate 05. Clean 06 Confident 06. Disfigured 07 Friendly 07 Elegant 08 Impatient 08 Fit 09. Inconsiderate 09. Flabby 10 Independent 10. Haggard 11 inflexible 11 Handsome 12 Kind 12 Healthy 13 Logical 13. Overweight 14 Manipulative 14 Repulsive 15 Moody 15. Rugged 16. Observant 16 Scarred 17 Outgoing 17 Short 18 Pessimistic 18. Striking 19 Reserved 19 Tall 20. Stubbom 20 Unattractive 1. CAREER TABLE 420 "Lused to be.” oO 2 03 4 05 06 o7 08 09 10 u 2 13 4 8 16 W 18 19 20 Alchemist Apprentice Artisan Bard Blacksmith Cleray Craftsmen Criminal Farmer Merchant Noble Outcast Peasant Pilgrim Royalty Soribe Serf Soldier Squire Traveller 5. INTEREST TABLE 1420 "lam interested in.” a 2 03 04 05 06 7 8 09 10 " 2 18 u 18 16 a 18 9 20 Archery its Astrology Cooking Dancing Drinking Falconry Gambling Gossip Herbalism History Hunting Magic Music oF Singing Polties Reading Religion Swordsmanship Traveling Writing 2, APPEARANCE TABLE 420 "My clothings.” o 2 03 04 05 06 7 os 09 10 " 2 13 14 15 16 7 18 19 20 Exquisite Frayed Functional Lavish Luxurious Modest Omate Patched Practical Rags Regal Rugged Shabby Shoddy Simple Tattered Threadbare Tom Traditional Wom 6, FAMILY TABLE 420 "My family situation is.” a 2 03 04 05 6 7 08 09 10 " 2 13 4 15 16 7 18 19 20 Adoptive Bastard Broken Brothers/Sisters Close knit Conficted Dependents Devoted Distant Dysfunctional Estranged Extended Foster Joint Large No contact Orphaned Small Step Supportive RULES COMPENDIUM | CHAPTER 3 | HEROES ADVANCEMENT 7. VIRTUES TABLE 20 "Lam considered.” o a oe 4 05 6 a 08 09 10 1" 2 ar) 4 5 16 7 18 19 20 Brave Chivalrous Compassionate Courageous Diligent Forgiving Generous Honest Honourable Humble Industrious Just kind Loyal Merciful Persevering Pious Selfess Trustworthy 9. MOTIVATIONS TABLE 20 "Lam driven by.” a 2 03 4 05 6 o 08 09 10 u 2 8 u 15 16 a 18 9 20 Adventure “Ambition Creativity Duty Fame Family Freedom Glory Honour Justice Knowledge Legacy Love Power Redemption Revenge Salvation Spirituality Survival Weaith 8. VICES TABLE 20 “Lam also.” a a 03 au 05, 06 a 08 09 10 " 2 B 4 6 16 v 8 19 20 Arrogant Avarcious Cowardly Cruel Deceitful Dishonourable Envious Gluttonous Greedy Ignorant Impatient Impulsive Lay Lustful Procrastinating Proud Selfish Unjust Vengeful Wirathful ‘10, SECRETS TABLE 20 “Ihave a secret.” a 2 8 4 05 06 a 8 09 10 " 2 B 4 15 16 W 8 19 20 Addiction Affair Action Betrayal Blackmail Bounty Conspiracy Curse Deception Experiment Haunted Identity Inheritance Magic Obsession Outcast Prophecy Revenge Theft Transformation LEVELS + Levelisa measure of your heros power. Heroes start at Level 1 and may rise to Level 10 maximum, + Non-Player Characters and Monsters also have levels to represent their importance (NPCs) or potential threat (Monsters). LEVEL ADVANCEMENT + Experience points (XP): Awarded for completing quests and challenges + Levelling Up: When a hero earns sufficient experience points (see Level Advancement Table) they increase theit level atthe end ofthe current adventure. Non-humans gain experience more gradually over their longer lifetime. + Level Benefits: Increasing a level grants all ofthe additional benefits on the Level Benefits Table. + Allclasses that can access spells can gain proficiency with spellsas they raise their level, SKILL DIE ADVANCEMENT + When an attribute or skill is improved the skill die is increased from 0 through d, d6, 48, d10 and di2 (hero maximum). + Heroes may learn a new skill or improve a skill oftheir choice. This lack of restriction allows players to create ‘unique hero builds by mixing and matching diferent skills. + Ifthe player is choosing a new skill that has not been used during the adventure, then the player is encouraged to describe the practice of this skill during ‘downtime activities LEVEL ADVANCEMENT TABLE Level Title Human XP Non-Human XP 01 Novice 0 0 02 Trained 10 20 03 Adept 30 60 04 Veteran Cy 120 05 Skilled 100 200 05 Professional 150 300 07 Expert 25 450 08 Champion 325 650 03 Master 450 900 10 Legend 600 1200 LEVEL BENEFITS TABLE Atribute Benefit Health 2 Defence +1 (Atlevels 24,6,8,10 only) Skils Improve 1 attribute Lear or improve 2 different skils Ability Lear 1 new class ability Spells Spell casters gain proficiency with 2 spells, Na ee aa a aN any EA Sea Naa DNs Ulan Xd a yl a) Nt) a WH RULES COMPENDIUM | CHAPTER 4 | EQUIPMENT EQUIPMENT OVERVIEW + Equipment covers the tools ofthe trade for an adventurer and includes weapons, armour and equipment + The election and management of these resources isan important element ofthe game. + The silver piece isthe default currency inthe Fallen Lands and all costs are listed in silver pices. + Coins can be exchanged as follows: I gold piece (uncommon) = 10 silver pieces (common) = 100 copper pieces (common). WEAPONS + Weapons have a damage die rating (44, d6, d8 ete, thisis deducted from an opponent’ health in combat. + Weapons may also have features which grant specific benefits in certain situations. + In combat, weapons are damaged on a critical failure + 508 of ranged weapon ammunition (arrows, bots, darts) ‘an be recovered and re-used after combat, ARMOUR ‘+ Armour has a defence score (ie. +, +2) which is added to your defence score to make you harder to hit in combat. + Only one item of each armour type (body and shield) can bbe used atthe same time. + Some creatures have tough natural skin which is represented by a damage resistance (DR) score which is deducted from any damage rolls sustained. + Armour and shields marked wit the heavy feature causes agility, magic and athletic skills to be made at disadvantage due to their bulk and weight. + Shields may be sacrificed to negate all damage om a single attack This is known asa shield break. EQUIPMENT + Equipment may be needed to perform a skill check (ve ‘Thieves’ Tools required to use Open Locks). + Equipment can be used to give an advantage to a skill check (ie. rope provides advantage when using Climb) INVENTORY + Ahhero can carry 12 items (+1 per strength skill die) in their inventory slots. + When you carry more than this, you are impaired, You may carry double this allowance as a maximum, + Gitems are considered ready to use (including caried items and any armour worn). Other items are in your pack and take a turn to ready for use. + Very small items (handful of coin, trinkets) are not tracked, 500 coins equate to I item slot USAGE & WEAR + Some equipment may be consumed immediately when used (ie. potion ora scroll). + Some equipment has a usage score which is depleted through use (ie. arrows, alchemy kt) + Normal equipment may be damaged ona critical failure ‘when used. Ifa damaged item is used and another critical failure is rolled then the item is broken beyond repair. + Damaged items can be repaired ata settlement for 25% of the cost. ENCHANTED ITEMS + Magic bound to an enchanted item will not be contained forever. + Anenchanted item starts to diminish on a critical failure ‘hen used. Ifa diminished item is used and another critical failure is rolled then the item loses one of ts features at random, + Anenchanted item can be crafted with an elemental stone (Gee Crafting pg. 47) on a crafting 10 check to remove the diminished condition or recharge the item, RULES COMPENDIUM | CHAPTER 4 | EQUIPMENT WEAPONS LIST MELEE WEAPONS TABLE Weapon Battle Axe, d8, bleed, crip (lub, 6, bash Cudgel, spiked, 06, bash Dagger, d4 fast, conceal Garrotte, d4, conceal, auto Great Axe, d12, 2h, cleave Great Club, 410, 2h, bash Great Sword, d12, 2h, cleave Halberd, d8, reach Hand Axe, d6, bleed Improvised, 4 (1h), d6 (2h) Lance, d10, mounted Lasso, trap Longsword,d8, bleed, orp Mace, d6, bash Morning Star 6, bash Net, no damage, 2h, tap Pick Axe, d6, bleed Quarterstaf,d4, 2h, bash Rapier, d6, fast Scimitar, 48, bleed Shortsword, d6, bleed Silver Dagger, 04, fast, conceal, siver Spear, d6, reach, set Short Staff 4, bash Trident, d8, reach Warhammer, d6, bash Whip, o4, trap RANGED WEAPONS TABLE Weapon ‘Atbalest, 8, 2, slow, far range, xdamage, ammo Crossbow, d6, 2h, long range, xdamage, ammo Darts, d4, medium range, conceal, 10 uses Dagger, d4, fast, conceal, medium range Hand Axe, 45, medium range Hand Crossbow, d4, medium range Javelin, d6, long range ‘Longbow, 8, 2h, far range, ammo Shortbow, d6, 2h, ong range, ammo Silver Dagger, 4, medium range, conceal, silver Sling, 44, medium range, ammo ‘Spear, d6, long range ‘Trident, d8, medium range ‘Arrows, 20 uses Bolts, Heavy Bolts, 20 uses Cost 100 5 50 5 10 300 100 300 100 50 N/A 100 iy 100 50 50 2B 50 5 50 100 50 200 50 5 100 50 5 500 200 50 re 50 300 50 300 18 200 10 50 100 10 18 SPECIALIST WEAPONS TABLE Weapon Cost ‘Armour Piercing Arrows, powerful, § uses 50 Bola, 4, medium range, grapple until freed 5 Bolt Cartridge, 1 action to load, 3 uses 50 Boot Dagger, concealed, dé damage 50 Dwarven Bomb, 20 blast, short range 300 Dwarven Fire, 410 damage, ignite, d4 turns 200 Dwarven incendiary Heavy Bolts, powerful ignite, 5 uses. 100 Dwarven Shrapnel Heavy Bots, d8, area (close), Suses 100 Elven Shortbow,d6, 2h, long range, sure strike 500 Fire Arrows, ignites, powerful 5 uses 100 Hercanium Wire, indestructible garrotte 250 Ironwood Staff, 2h, d4, powerful 200 Repeating Crossbow, 2h, 2 attacks, dé, medium range 500 Silver Arrows, Bolts or Heavy Bolts, silver, 10uses 100 ‘Smoke Arrows, short range area, 10 mins, 5 uses 100 ‘Spiked Gauntlets, 4 punch damage 100 Wrist Sheath, concealed blade, d4 damage 5 ‘Weapons & Armour Features 2H, reuites use ofboth hands. ‘Ammo, weapon uses ammunition ‘Area (range), sea of effect damage to anyone in (ang). Aut, auto damage unl opponent break re if attack misses by 1, does half damage 9d. advantage on damage on anaurl19. Cleave it wo opponents net to each other Conceal, canbe hide, + Cover, ranged attacks made at disadvantage Damaged, has no immediate effect butf weapon is damaged again ts broken beyond repac DDRx, damage resistance, reduces damage by stated number (x) Fast, advantage onintative check when equipped Flaw, item damaged ona natural 1 or2 Grip, use 2 handed, advantage on damage Heavy, disadvantage to agit athletics, magic and slight of hand checks. Ignite, advantage on damage; causes combustabes to ignite Mounted double damage when mourted. Powerful, advantage on weapon damage Range; short 3 medium 60 intermediate 9, long 120; far 240 + Ready, tem is worn and ready to use but des nt take upone ofthe sit Yeady to use slots + Reach, can attack from behind another person Set, when frst engaged use avaiable action to attack before opponent Silver, made of or coated inthe metal ser. Sow, act ast ina combat um. Sure Strike, gain advantage on attack ols “Trap, opposed check to break fee. X-Damage, weapon does exploding damage “Ammunition Type (Ammo) Arbaest, uses heavy bolt Crossbows & Hand Crossbow, uses bolts Repeating Crossbow, uses bot cartidge Shortbow & Longbow, uses rons. Sling uses stones which canbe found fo fee

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