Distant Lands System Reference Document

  • Version 1.0
  • Created by River Grimm
  • Distant Lands is based on Cairn by Yochai Gal and Weird North by Jim Parkin
  • Text is licensed under CC-BY-SA 4.0.

Distant Lands is a table-top roleplaying game for running dark fantasy or sword & sorcery style games. It is meant to be played by one facilitator (the Warden) and at least one other player.

Table of contents

Overview

Neutrality

The Warden’s role is to act as a neutral arbiter and portray the rules, situations, non-player characters (NPCs), and narrative clearly.

Classless

A character’s role or skills are not limited by a single class. Instead, the equipment they carry and their experiences define their specialty.

Death

Characters may be powerful, but they are also vulnerable to harm in its many forms. Death is always around the corner, but it is never random or without warning.

Fiction First

Dice do not always reflect an obstacle’s difficulty or its outcome. Instead, success and failure are based on in-world elements and arbitrated by the Warden in dialogue with the players.

Growth

Characters are changed through in-world advancement, gaining new skills and abilities by surviving dangerous events and overcoming obstacles.

Player Choice

Players should always understand the reasons behind the choices they’ve made, and information about potential risks should be provided freely and frequently.

Principles

The Warden and the players each have guidelines that help foster a specific play experience defined by critical thinking, exploration, and an emergent narrative.

Shared Objectives

Players trust one another to engage with the shared setting, character goals, and party challenges. Therefore the party is typically working together towards a common goal, as a team.

Principles for Players

Agency

  • Attributes and related saves do not define your character. They are tools.
  • Don’t ask only what your character would do; ask what you would do, too.
  • Be creative with your intuition, items, and connections.

Teamwork

  • Seek consensus from the other players before barreling forward.
  • Stay on the same page about goals and limits, respecting each other and accomplishing more as a group than alone.

Exploration

  • Asking questions and listening to detail is more useful than any stats, items, or skills you have.
  • Take the Warden’s description without suspicion, but don’t shy away from seeking more information.
  • There is no single correct way forward.

Talking

  • Treat NPCs as if they were real people, and rely on your curiosity to safely gain information and solve problems.
  • You’ll find that most people are interesting and will want to talk things through before getting violent.

Caution

  • Fighting is a choice and rarely a wise one; consider whether violence is the best way to achieve your goals.
  • Try to stack the odds in your favor, and retreat when things seem unfavorable.

Planning

  • Think of ways to avoid your obstacles through reconnaissance, subtlety, and fact-finding.
  • Do some research, and ask around about your objectives.

Ambition

  • Set goals, and use your meager means to take steps forward.
  • Expect nothing. Earn your reputation.
  • Keep things moving forward, and play to see what happens.

Principles for Wardens

Information

  • Provide useful information about the game world as the characters explore it.
  • Players do not need to roll dice to learn about their circumstances.
  • Be helpful and direct with your answers to their questions.
  • Respond honestly, describe consistently, and always let them know they can keep asking questions.

Difficulty

  • Default to context and realism rather than numbers and mechanics.
  • If something the players want to do is sincerely impossible, no roll will allow them to do it.
  • Is what the player describes and how they leverage the situation sensible? Let it happen.
  • Saves cover a great deal of uncertain situations and are often all that is necessary for risky actions.

Preparation

  • The game world is organic, malleable and random. It intuits and makes sharp turns.
  • Use random tables and generators to develop situations, not stories or plots.
  • NPCs remember what the PCs say and do, and how they affect the world.
  • NPCs don’t want to die. Infuse their own self-interest and will to live into every personality.

Narrative Focus

  • Emergent experience of play is what matters, not math or character abilities. Give the players weapon trainers and personal quests to facilitate improvement and specialization.
  • Pay attention to the needs and wants of the players, then put realistic opportunities in their path.
  • A dagger to your throat will kill you, regardless of your expensive armor and impressive training.

Danger

  • The game world produces real risk of pain and death for the player characters.
  • Telegraph serious danger to players when it is present. The more dangerous, the more obvious.
  • Put traps in plain sight and let the players take time to figure out a solution.
  • Give players opportunities to solve problems and interact with the world.

Treasure

  • A Treasure is specific to the environment from where it is recovered. It tells a story.
  • Treasure is highly valuable, almost always bulky, and rarely useful beyond its worth and prestige.
  • Artifacts are not Treasure, though they are useful and interesting.
  • Use Treasure as a lure to exotic locations under the protection of intimidating foes.

Choice

  • Give players a solid choice to force outcomes when the situation lulls.
  • Use binary “so, A or B?” responses when their intentions are vague.
  • Work together using this conversational method to keep the game moving.
  • Ensure that the player character’s actions leave their mark on the game world.

Core Rules

Attributes

  • Strength (STR): Lifting gates, bending bars, resisting poison.
  • Dexterity (DEX): Poise, speed, reflexes, dodging, climbing, sneaking, balancing.
  • Willpower (WIL): Persuade, deceive, intimidate, charm, provoke, manipulate spells.

Attribute Loss

If a PC’s STR is reduced to 0, they die. If their DEX is reduced to 0, they are paralyzed. If their WIL is reduced to 0, they are delirious. Complete DEX and WIL loss renders the character unable to act until they are restored through extended rest or by extraordinary means.

If they take damage outside of combat, they should instead receive damage to an Attribute, typically STR.

Saves

Characters roll a d20 and compare the results to the appropriate attribute. If they roll equal to or under that attribute, they succeed. Otherwise, they fail. A 1 is always a success, and a 20 is always a failure.

If two opponents are each trying to overcome the other, whoever is most at risk should save.

If two characters need to take an action together, whoever is most at risk should save (usually the character with the lowest relevant attribute).

Die of Fate

Optionally, roll 1d6 whenever the outcome of an event is uncertain or to simulate an element of randomness and chance.

A roll of 4 or more generally favors the PCs, while a roll of 3 or under usually means bad luck for the PCs.

Deprivation & Fatigue

A PC that lacks a crucial need (such as food or rest) is Deprived. Anyone Deprived for more than a day adds Fatigue to their inventory, one for each day. A Deprived PC cannot recover GD, Attributes, or item slots from Fatigue.

A PC may also be forced to add Fatigue due to events occurring in the fiction. Each Fatigue occupies one slot and lasts until the PC is able to recuperate (such as with a full night’s rest in a safe spot).

If a character is forced to add Fatigue to their inventory but they have no free slots, they must drop an item from their inventory.

Healing & Recovery

Resting for a few moments and having a drink of water restores lost GD but may leave the party exposed. Bandages can stabilize a character that has taken critical damage.

Attribute loss (see Critical Damage) can usually be restored with a week’s rest, facilitated by a healer or other appropriate source of expertise.

Some healing services are free, while magical or more expedient means of recovery may come at a cost.

Inventory

Characters have a total of ten inventory slots but can only carry four or five items comfortably without the help of bags, backpacks, horses, carts, etc.

Each PC starts with a Backpack that can hold up to six slots of items or Fatigue. Carts (which must be pulled with both hands), horses, or mules can make a huge difference in how much a PC can bring with them on an adventure. Hirelings can also be paid to carry equipment.

Inventory is abstract, dependent only on the fiction as adjudicated by the Warden. Anyone carrying a full inventory (i.e. filling all 10 slots) is reduced to 0 GD. A character cannot fill more than ten slots.

Inventory Slots

Most items take up one slot unless otherwise indicated. Petty items do not take up any slots. Bulky items take up two slots. A bag of coins worth less than 100gp is petty and does not occupy a slot.

Hirelings

Adventuring parties can recruit hirelings, relying on their unique skills, knowledge, and training to aid in expeditions.

To create a hireling, choose an appropriate role from the Hirelings table in the Marketplace. Roll 3d6 for each attribute and 1d6 for their GD. Give them equipment appropriate to their station, then roll on the Character Traits tables to further flesh them out.

Alternatively, follow the Character Creation process but select the appropriate background, name, and gear for the character.

See Quick Hirelings for some example characters that are ready to be dropped into your game.

Reactions

When the PCs encounter an NPC whose reaction to the party is not obvious, the Warden may roll 2d6 and consult the following table:

         
2 3-5 6-8 9-11 12
Hostile Wary Curious Kind Helpful

Combat

Guard

Guard (GD) reflects a character’s ability to avoid damage in combat.

Armor

Before calculating damage to GD, subtract the target’s Armor value from the result of damage rolls.

Shields and similar armor may provide a bonus defense (e.g. +1 Armor).

A PC, NPC, or monster cannot have more than 3 Armor.

Rounds

A Round is roughly 10 seconds of in-game time. Characters may move, and then perform an action.

During the first round of combat, each PC must make a DEX save in order to act. PCs that fail their save lose their turn for this round.

Their opponents then take their turn, and the first round ends. The next round begins with the PCs taking their turn, followed by their opponents, and so on until combat has ended with one side defeated or fled.

Actions

On their turn, a character may move up to 40ft and take up to one action. This may be casting a spell, attacking, moving for a second time, or some other reasonable action. Each round, the PCs declare what they are doing before dice are rolled. If a character attempts something risky, the Warden calls for a save for appropriate players or NPCs.

Attacking & Damage

The attacker rolls their weapon die and subtracts the target’s armor, then deals the remaining total to their opponent’s GD. Attacks in combat automatically hit.

If multiple attackers target the same foe, roll all damage dice and keep the single highest result. All actions are declared before being resolved.

If an attack would take a PC’s GD exactly to 0, refer to the Scars table to see how they are uniquely impacted.

Attack Modifiers

If fighting from a position of weakness (such as through cover or with bound hands), the attack is Impaired, and the attacker must roll 1d4 damage regardless of the attacks damage die. Unarmed attacks always do d4 damage.

If fighting from a position of advantage (such as against a helpless foe or through a daring maneuver), the attack is Enhanced, allowing the attacker to roll 1d12 damage instead of their normal die.

Attacks with the Blast quality affect all targets in the noted area, rolling separately for each affected character. This can be anything from explosions to a dragon’s breath or the impact of a meteorite. If unsure how many targets can be affected, roll the related damage die for a result.

If attacking with two weapons at the same time, roll both damage dice and keep the single highest result (denoted with a plus symbol, e.g. d8+d8).

Critical Damage

Damage that reduces a target’s GD below zero is subtracted from their STR by the amount of damage remaining. The target must then immediately make a STR save to avoid taking Critical Damage, using their new STR score. On a success, the target is still in the fight (albeit with a lower STR score) and must continue to make critical damage saves when incurring damage.

Any PC that suffers Critical Damage cannot do anything but crawl weakly, grasping for life. If given aid (such as bandages), they will stabilize. If left untreated, they die within the hour. NPCs and monsters that fail a Critical Damage save are considered dead, per the Warden’s discretion. Additionally, some enemies will have special abilities or effects that are triggered when their target fails a critical damage save.

Character Death

When a character dies, the player should create a new character or take control of a hireling. They immediately join the party in order to reduce downtime.

Detachments

Large groups of similar combatants fighting together are treated as a single Detachment. When a detachment takes Critical Damage, it is routed or significantly weakened. When it reaches 0 STR, it is destroyed.

Attacks against detachments by individuals are impaired (excluding blast damage). Attacks against individuals by detachments are enhanced and deal blast damage.

Retreat

Running away from a dire situation always requires a successful DEX save, as well as a safe destination to run to.

Morale

Enemies must pass a WIL save to avoid fleeing when they take their first casualty and again when they lose half their number. Some groups may use their leader’s WIL in place of their own. Lone foes must save when they’re reduced to 0 GD.

Ranged Attacks

Ranged weapons can target any enemy near enough to see the whites of their eyes. Attacks against especially distant targets are Impaired.

Ammunition is not tracked unless otherwise specified.

Scars

If damage to a PC would reduce their GD to exactly 0, look up the result on the table below based on the amount of GD lost in the attack. For example, if a PC went from 3 GD to 0 GD, they would look at entry #3 (Walloped).

   
1 Scarred: Roll 1d6 | 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear. Roll 1d6. If the total is higher than your max GD, take the new result.
2 Rattled: You’re disoriented and shaken. Describe how you refocus. Roll 1d6. If the total is higher than your max GD, take the new result.
3 Walloped: You’re sent flying and land flat on your face, winded. You are deprived until you rest for a few hours. Then, roll 1d6. Add that amount to your max GD.
4 Broken Limb: Roll 1d6 | 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max GD, take the new result.
5 Diseased: You’re afflicted with a gross, uncomfortable infection. When you get over it, roll 2d6. If the total is higher than your max GD, take the new result.
6 Head Wound: Roll 1d6 | 1-2: STR, 3-4: DEX, 5-6: WIL. Roll 3d6. If the total is higher than your current ability score, take the new result.
7 Hamstrung: You can barely move until you get serious help and rest. After recovery, roll 3d6. If the total is higher than your max DEX, take the new result.
8 Deafened: You cannot hear anything until you find extraordinary aid. Regardless, make a WIL save. If you pass, increase your max WIL by 1d4.
9 Re-brained: Some hidden part of your psyche is knocked loose. Roll 3d6. If the total is higher than your max WIL, take the new result.
10 Sundered: An appendage is torn off, crippled or useless. The Warden will tell you which. Then, make a WIL save. If you pass, increase your max WIL by 1d6.
11 Mortal Wound: You are deprived and out of action. You die in one hour unless healed. Upon recovery, roll 2d6. Take the new result as your max GD.
12 Doomed: Death seemed ever so close, but somehow you survived. If your next save against critical damage is a fail, you die horribly. If you pass, roll 3d6. If the total is higher than your max GD, take the new result.

Magic

Spellbooks

Spellbooks contain a single spell and take up one slot. They cannot be easily transcribed or created; instead they are recovered from places like tombs, dungeons, and manors.

Spellbooks will attract the attention of those who seek the arcane power within, and it is considered dangerous to display them openly.

Casting Spells

You may cast a spell by holding a Spellbook in both hands and reading its contents aloud, then saving for corruption.

To save for corruption first make a WIL save, adding your current corruption to the result. Failure requires a d20 roll on the Fell Sorcery table, again adding your current corruption to the result.

Regardless of the outcome, your Corruption then increases by 1.

Fell Sorcery

   
1 You can move small nearby objects with your mind.
2 You can create dim light from all of your fingertips simultaneously.
3 Your dreams are tinged with dread, but always contain a hidden truth.
4 You can sense nearby otherworldly beings and objects.
5 You can unerringly impersonate the voice of anyone with whom you converse.
6 Gain one Demon Aspect.
7 You are subtly aware if any individual has magic or magic-adjacent ability.
8 Gain one Serpent Aspect.
9 You can speak into the mind of someone you can see. They cannot reply.
10 Gain one Stranger Aspect.
11 You cough up a pale fruit which when consumed provides a truthful vision.
12 Gain one Demon Aspect.
13 You spawn a shadow duplicate of yourself which tries to steal your identity.
14 Gain one Serpent Aspect.
15 You take direct STR damage from silvered weapons.
16 Gain one Stranger Aspect.
17 You cannot enter a home uninvited or cross running water unless carried.
18 Gain one Demon Aspect.
19 A tiny famulus made of dirt (3 GD, d4) follows you and whispers secrets to you.
20 Gain one Serpent Aspect.
21 You crave carrion and are deprived if you don’t consume some every day.
22 Gain one Stranger Aspect.
23 Gain one point of permanent fatigue as your body warps and shrivels.
24 Gain one Aspect of whichever category you have the most.
25 You spawn a shadow duplicate of yourself which tries to kill your peers.
26 Gain one Aspect of whichever category you have the most.
27 Everyone around you always hears a rasping whisper
28 Gain one Demon Aspect and one Serpent Aspect and one Stranger Aspect.
29 All animals loathe you, fleeing from you if prey and attacking you if predatory.
30 A portal to a dimension without flesh and hope opens and consumes you. Every nearby character gains 2 corruption and makes two rolls on this table.

d12 Serpent Aspects

   
1 Your skin turns to hard scales and gain +1 armor.
2 You can speak to and understand all reptiles.
3 Your grip is ten times the strength of a normal human.
4 Your teeth are fangs and deal d8 STR damage.
5 Your footsteps and breathing are utterly silent.
6 You can compel weak-willed individuals, one at a time.
7 You can shed your skin and change your appearance.
8 You are unaffected by poison and disease.
9 You can sense nearby artifacts.
10 You are unaffected by DEX damage.
11 You can perfectly regulate heartbeat and temperature.
12 You can buy and sell memories and dreams.

d12 Stranger Aspects

   
1 You can decipher ancient or forbidden writing.
2 You can create a mirror image of yourself for a minute.
3 You can speak abyssal words and deal d12 WIL damage.
4 You can squeeze through spaces as narrow as an inch.
5 Your touch can restore d6 STR at the cost of d6 WIL.
6 You have a third eye capable of discerning invisibility.
7 You can mutate small animals to act as disfigured tools
8 You can implant unnerving thoughts into others’ minds.
9 Your blood is an intoxicating and tranquilizing substance.
10 You can breathe underwater and are mildly magnetic.
11 You can excrete small amounts of sticky, transparent tar.
12 You are unaffected by insanity or mental manipulation.

d12 Demon Aspects

   
1 You do not have a reflection or shadow.
2 You can wilt plants by touching them.
3 You can wither muscle and deal d12 DEX damage.
4 You can ignite and extinguish small flames at will.
5 You are unaffected by WIL damage.
6 You know if someone breaks an agreement with you.
7 You know someone’s location if they speak your name.
8 You do not need to eat, sleep, or breathe.
9 Your eyes turn to slits and you can see in the dark.
10 You are unaffected by fatigue.
11 You can detach and re-attach your hands and feet.
12 You gain a pair of shadowy wings and can fly.

After gaining a fifth Aspect of the same kind, you are warped into a non-player character (NPC), pose an immediate threat to the party, and a longterm threat to the game world.

  • Serpent: your character fully transforms into a horrible serpentine malison, vowing enmity on all who trusted you.
  • Demon: your character gains mastery over souls, seeking to ensorcel and enthrall the leaders of the region and beyond.
  • Stranger: your character crystallizes into an obsidian pillar of hideous architecture, corrupting the landscape.

Character Creation

Overview

  1. All characters start with 3d6 Gold Pieces, Rations (3 uses) and a Torch (3 uses)
  2. Roll for Name as well as Age (2d20+10).
  3. Roll for Attributes and Guard.
  4. Roll for Weapon & Armor.
  5. Roll for Background and related items.
  6. Roll for an Additional Gear.
  7. Purchase any additional items from the Marketplace.

d66 Names

           
11 Alda 31 Geald
51 Ramad
12 Argos 32 Grift
52 Reven
13 Arnot
33 Harkin
53 Riathen
14 Ashmere
34 Hella
54 Saras
15 Bellun
35 Khat
55 Selver
16 Brok
36 Lieda
56 Tenid
21 Callan
41 Ludis
61 Therin
22 Denin
42 Luna
62 Tiros
23 Elda
43 Maladie
63 Ural
24 Elen
44 Miram
64 Willem
25 Ender
45 Nilk
65 Wulver
26 Farah 46 Nolly 66 Yetel

Attributes

Roll 3d6 for each of your character’s Attributes (Strength (STR), Dexterity (DEX), and Willpower (WIL)), in order. You may then swap any two results.

Guard

Roll 1d6 to determine your PC’s starting Guard (GD).

d6 Armor

   
1 None. Roll for Additional Gear
2 Shield (+1 Armor)
3 Helmet (+1 Armor)
4 Gambeson (+1 Armor)
5 Chainmail (2 Armor, bulky)
6 Plate (3 Armor, bulky)

d6 Weapon

   
1 Dagger, Cudgel, Sickle, Staff (d6 damage)
2 Spear, Sword, Mace, Axe, Flail (d8 damage)
3 Halberd, War Hammer, Long Sword (d10 damage, bulky)
4 Sling (d6 damage)
5 Bow (d6 damage, bulky)
6 Crossbow (d8 damage, bulky)

d66 Backgrounds

   
11 Acrobat: Pole (10ft), Rope (25ft), Smokebomb
12 Alchemist: Acid, Lens, Oilskin Bag
13 Apothecary: Antitoxin, Bandages (3 uses), Sealable Bottle
14 Assassin: Garrotte, Mask, Poison
15 Barber-Surgeon: Bandages (3 uses), Scissors, Sedative
16 Blacksmith: Bellows, Hammer, Iron Tongs
21 Butcher: Pail, Saw, Whetstone
22 Carpenter: Hammer, Metal File, Saw
23 Chandler: Candle (3 uses, dim), Honey, Perfume
24 Charlatan: Cards, Paint, Perfume
25 Chimney Sweep: Bellows, Climbing Spikes, Rope (25 ft)
26 Cobbler: Pliers, Sack, Sewing Kit
31 Cook: Flour, Pail, Smoking Herbs (3 uses)
32 Cooper: Hammer, Hand Drill, Saw
33 Crypt Custodian: Incense, Lantern, Oil Can (6 uses)
34 Farmer: Rope (25 ft), Sack, Shovel
35 Gambler: Alcohol, Cards, Dice
36 Gravedigger: Alcohol, Ladder, Shovel
41 Herbalist: Antitoxin, Mugwort, Sack
42 Hermit: Blanket, Pole (10 ft), Smoking Herbs (3 uses)
43 Highway Robber: Grappling Hook, Rope (25 ft), Signal Flag
44 Hunter: Trap, Rope (25 ft), Smoking Herbs (3 uses)
45 Lamplighter: Ladder (10ft, bulky), Oil Can (6 uses), Whistle (petty)
46 Leech Collector: Gloves (petty), Leech (restores 1 STR, 3 uses), Net
51 Locksmith: Lock & Key, Metal File, Pliers
52 Mason: Chisel, Fan, Hammer
53 Miner: Lantern, Lodestone, Pickaxe
54 Rat Catcher: Sack, Trap, Whistle (petty)
55 Sailor: Hammock, Rope (50 ft), Spyglass
56 Scribe: Candle (3 uses, dim), Parchment & Ink (3 uses), Stylus
61 Shepherd: Cloak (petty), Rope (25 ft), Whistle (petty)
62 Smuggler: Lock & Key, Oilskin Bag, Rope (25 ft)
63 Soldier: Spiked Boots, Tent (fits 2, bulky), Whetstone
64 Tailor: Cloak (petty), Scissors, Sewing Kit
65 Tanner: Gloves (petty), Pliers, Tar
66 Thief: Caltrops, Grappling Hook, Lockpick

d66 Additional Gear

           
11 Bandages (3 uses) 31 Incense 51 Poison
12 Hand Mirror 32 Lens 52 Scissors
13 Grappling Hook 33 Spyglass 53 Oil Can (6 uses)
14 Lockpick 34 Wolfsbane 54 Magnifying Glass
15 Brass Knuckles 35 Hammer 55 Crowbar
16 Caltrops 36 Chisel 56 Dice
21 Lantern 41 Air Bladder 61 Pole (10ft)
22 Pail 42 Gloves (petty) 62 Rope (25ft)
23 Sealable Bottle 43 Net 63 Marbles
24 Cards 44 Pickaxe 64 Shovel
25 Bowl 45 Tar 65 Grease
26 Chain (10ft) 46 Sealable Bottle 66 Flash Powder

Marketplace

All prices are in gold pieces.

Armor

   
Shield (+1 Armor) 10
Helmet (+1 Armor) 10
Gambeson (+1 Armor) 15
Brigandine (1 Armor, bulky) 20
Chainmail (2 Armor, bulky) 40
Plate (3 Armor, bulky) 60

Weapons

   
Dagger, Cudgel, Sickle, Staff, etc. (d6 damage) 5
Spear, Sword, Mace, Axe, Flail, etc. (d8 damage) 10
Halberd, War Hammer, Long Sword, etc. (d10 damage, bulky) 20
Sling (d6 damage) 5
Bow (d6 damage, bulky) 20
Crossbow (d8 damage, bulky) 30

Transport

   
Cart (+4 slots, bulky) 30
Wagon (+8 slots, slow) 200
Horse (+4 slots) 75
Mule (+6 slots, slow) 30
Carriage Seat 5
Ship’s Passage 10

Upkeep & Recovery

   
Room & Board (per night) 10
Private Room & Board (fits 4) 35
Stable & Feed (per night) 5
Medical Healing 50
Rations (3 uses) 10
Animal Feed (3 uses, bulky) 5

Hirelings (per day)

   
Alchemist 30
Animal Handler 5
Blacksmith 15
Bodyguard 10
Local Guide 5
Lockpick 10
Navigator 10
Sailor 5
Scholar 20
Tracker 5
Trapper 5
Veteran Bodyguard 20
   

Gear

   
Air Bladder 5
Antitoxin 20
Bandages (3 uses) 30
Bathing Goods (Soap, Perfume, etc.) 5
Book 50
Caltrops 10
Card Deck 5
Chain (10ft) 10
Chalk (petty) 1
Chest 25
Chisel 5
Common Agents (Glue, Grease, etc.) 10
Common Tools (Hammer, Shovel, etc.) 10
Compass 75
Complex Instruments (Bagpipes, Fiddle, etc.) 50
Containers (Sack, Waterskin, etc.) 10
Cooking Gear (Pots, Utensils, etc.) 10
Costume Gear (Face Paint, Disguise) 15
Dowsing Rod 15
Expeditionary Gear (Climbing Spikes, Pulley, etc.) 10
Fire Oil 10
Fishing Rod 10
Games (Cards, Dice, etc.) 10
Gloves (petty) 20
Grappling Hook 25
Lantern 10
Mirror 5
Net 10
Oil Can (6 uses) 10
Outdoor Comfort (Blanket, Hammock, etc.) 10
Parchment (3 uses) 10
Pole (10ft) 5
Repellent (Wolfsbane, Mugwort, etc.) 10
Rope (25ft) 5
Sedative 30
Sewing Kit 20
Simple Instruments (Pipes, Lute, etc.) 10
Smoking Pipe (petty) 15
Specialized Tools (Ink, etc.) 20
Spiked Boots 15
Spyglass 40
Tent (fits 2, bulky) 20
Thieving Tools (Lockpick, Metal File, etc.) 25
Torch (3 uses) 5
Trap (d6 STR damage) 35
Whistle (petty) 15
Wilderness Clothes (Poncho, Cloak, etc.) (petty) 15

Dungeon Exploration

The Basics

On their turn, a character can move a distance equal to their torchlight’s perimeter (about 40ft), and perform one action. Players can use their action to move up to three times that distance though that will increase the chance of triggering a roll on the Dungeon Events table.

The Warden should present obvious information about an area and its dangers freely. Moving quickly or without caution may increase the chance of encountering a wandering monster, springing a trap, or triggering a roll on the Dungeon Events table.

Actions are any non-passive activities, such as searching for traps, forcing open a door, listening for danger, disarming a trap, engaging an enemy in combat, casting a spell, dodging a trap, running away, resting, etc.

Some actions have special rules (see below), while others may take multiple turns to complete. Loud or noticeable actions may trigger an encounter with the dungeon’s denizens.

Searching

A character can spend a turn performing an exhaustive search of one object or location in an area, revealing any relevant hidden treasure, traps, secret doors, etc.

Larger rooms and difficult or complex dungeon terrain may take a few turns to properly search. Searching a room first is a safer way to explore the dungeon, but it has a steep cost: time.

Resting

With a light source and a safe location a character can spend a turn resting to restore all GD.

Light

Torches and other radial sources of light illuminate 40ft of dungeon and beyond that only a dim outline of objects. Torches last until they are put out by a character or their environment.

A torch can be lit 3 times before permanently degrading while a lantern can be relit 6 times per oil can.

Characters without a light source may suffer from panic until their situation is remedied.

Doors

Doors and entryways may be locked, stuck, or blocked entirely. Characters can try to force a door open (or wedge it shut) using available resources (spikes, glue) or through raw ability.

A character can detect, through careful observation (listening, smelling, etc.), signs of life and other hazards through nearby doors and walls.

Traps

Cautious characters should be presented with any and all information that would allow them the opportunity to avoid springing a trap. Unwitting characters will trigger a trap according to the fiction, or otherwise will have a 2-in-6 chance.

Traps can usually be detected by carefully searching a room.

Damage from traps is taken from Attributes (usually STR or DEX) and not from GD. Armor can reduce damage, but only if applicable (e.g. a shield would not reduce damage from noxious gas).

Panic

A character that is surrounded by enemies, enveloped by darkness, or facing their greatest fears may experience panic. A WIL save is typically required to avoid losing control and becoming panicked.

A panicked character must make a WIL save to overcome their condition as an action on their turn.

A panicked character has 0 GD, does not act in the first round of combat, and all of their attacks are impaired.

Dungeon Exploration Cycle

  • The Warden describes the party’s surroundings and any immediate dangers (combat, traps, surprises, etc.). The players then declare their character’s intended movements and actions.
  • The Warden resolves the actions of each character simultaneously, along with any actions that are already in progress. Remember, the Die of Fate can be a useful tool whenever the Warden is in doubt!
  • The players record any loss of resources and any new conditions (i.e. item use, deprivation, etc). The cycle then begins again. If appropriate, the Warden should roll on the Dungeon Events table. Keep common sense in mind when interpreting the results!

Dungeon Events

Exploring a dungeon is always dangerous, and time must always be weighed against the risk of awakening the location’s denizens, natural hazards, and worse.

Roll on the table below when the party:

  • Spends more than one dungeon cycle in a single room or location
  • Moves quickly or haphazardly through a room
  • Moves into a new area, level, or zone (not necessarily a new room)
  • Creates a loud disturbance
     
1 Encounter Roll on an encounter table. Possibly hostile. (See Reactions.)
2 Sign A clue, spoor, track, abandoned lair, scent, victim, etc is discovered.
3 Environment Surroundings shift or escalate. Water rises, ceilings collapse, a ritual nears completion, etc.
4 Loss Torches are blown out, an ongoing spell fizzles, etc. The party must resolve the effect before moving on.
5 Exhaustion The party must rest (triggering another roll on this table), add a Fatigue, or consume a ration.
6 Quiet The party is left alone (and safe) for the time being.

Wilderness Exploration

Watches

A day is divided into three watches, called morning, afternoon, and night. Each character can choose one Wilderness Action per watch. If the characters split up, each group is treated as an independent entity.

Points

Potential destinations on a map are called points. One or more watches may be required to journey between two points on a map, depending on the path, terrain, weather, and party status. The party has a rough idea of the challenges involved to get to their destination, but rarely any specifics.

Travel Duration

Travel time in is counted in watches, divided into three eight-hour segments per day. To determine the distance between two points, combine all penalties from the path, terrain, and weather difficulty tables, taking into account any changes to those elements along the route. For travel via waterways, refer to the surrounding terrain difficulty. For especially vast terrain, assign a penalty of up to +2 watches to the journey.

The weather, terrain, darkness, injured party members, and other obstacles can impact travel or even make it impossible! In some cases, the party may need to add Fatigue or expend resources in order to sustain their pace. Mounts, guides, and maps can increase the party’s travel speed or even negate certain penalties.

Wilderness Elements

Night

The party can choose to travel during the night and rest during the day, but night travel is far slower and more treacherous!

When traveling at night the Warden should roll twice on the Wilderness Events table.

Some terrain and weather may be easier to traverse at night (desert, for example). The Warden should balance these challenges along with any other.

Sleep

The last watch of the day is typically reserved for the Make Camp action.

Characters typically need to sleep each day. Anything beyond a minor interruption can negate or cancel the benefits of sleep.

If the party skips the Make Camp action, they each add a Fatigue to their inventory and are deprived. Additionally, traveling when sleep-deprived raises the terrain Difficulty by a step (i.e. Easy becomes Tough).

Light

Torches and other radial sources of light illuminate 40ft ahead of the party, but beyond that only provides a dim outline of objects. Characters without a light source may suffer from panic until their situation is remedied. Environmental conditions (sudden gusts of wind, dust, water, etc.) can easily blow out a torch.

Light Sources

A torch can be lit 3 times before degrading. A lantern can be re-lit indefinitely but requires a separate oil can (6 uses).

Weather

Each day, the Warden should roll on the weather table for the appropriate season. If the “Extreme” weather result is rolled twice in a row, the weather turns to “Catastrophic”. A squall becomes a hurricane, a storm floods the valley, etc.

Weather Type

         
d6 Spring Summer Fall Winter
1 Nice Nice Fair Fair
2 Fair Nice Fair Unpleasant
3 Fair Fair Unpleasant Inclement
4 Unpleasant Unpleasant Inclement Inclement
5 Inclement Inclement Inclement Extreme
6 Extreme Extreme Extreme Extreme

Weather Difficulty

     
Weather Effect Examples
Nice Favorable conditions for travel. Clear skies, sunny
Fair Favorable conditions for travel. Overcast, breezy
Unpleasant Add a Fatigue or add one watch to the journey. Gusting winds, rain showers, sweltering heat, chill air
Inclement Add a Fatigue or add +1 watch. Increase terrain Difficulty by a step. Thunderstorms, lightning, rain, muddy ground
Extreme Add a Fatigue and add +1 watch. Increase terrain Difficulty by a step. Blizzards, freezing winds, flooding, mud slides
Catastrophic Most parties cannot travel under these conditions. Tornados, tidal waves, hurricane, volcanic eruption

Wilderness Exploration Cycle

  1. The Warden describes the current point or region on the map and how the path, weather, terrain, or party status might affect travel speed. The party plots or adjusts a given course towards their destination.
  2. Each party member chooses a single Wilderness Action. The Warden narrates the results and then rolls on the Wilderness Events table. The party responds to the results.
  3. The players and the Warden record any loss of resources and new conditions (i.e. torch use, deprivation, etc), and the cycle repeats.

Wilderness Events

     
1 Encounter Roll on an encounter table for that terrain type or location. Don’t forget to roll for NPC reactions if applicable.
2 Sign The party discovers a clue, spoor, or indication of a nearby encounter, locality, hidden feature, or information about a nearby area.
3 Environment A shift in weather or terrain.
4 Loss The party is faced with a choice that costs them a resource (rations, tools, etc), time, or effort.
5 Exhaustion The party encounters a barrier, forcing effort, care or delays. This might mean spending extra time (and an additional Wilderness Action) or adding Fatigue to the PC’s inventory to represent their difficulties.
6 Discovery The party finds food, treasure, or other useful resources. The Warden can instead choose to reveal the primary feature of the area.

Wilderness Actions

Travel

Travel begins. Obvious locations, features, and terrain of nearby areas are revealed according to their distance. This action is typically taken by the entire party as one.

The party rolls 1d6 to see if they get lost along the way. This risk can increase or decrease, depending on path Difficulty, maps, party skills, and guides.

If lost, the party may need to spend a Wilderness Action to recover their way. Otherwise, the party reaches the next point along their route.

Remember to compare the results of getting lost to the relevant path Difficulty.

Explore

One or more party members search a large area, searching for hidden features, scouting ahead, or treading carefully.

A Location (shelter, village, cave, etc.) or Feature (geyser, underground river, beached ship, etc.) is discovered.

The Travel action is still required to leave the current area, even if it has been completely explored.

Supply

One or more party members may hunt, fish, or forage for food, collecting 1d4 Rations (3 uses each). The chance of a greater bounty increases with each additional participant (e.g. 1d4 becomes 1d6, up to a maximum of 1d12).

Relevant experience or equipment may also increase the bounty collected.

The party may encounter homes and small villages, spending gold and a full watch to resupply.

Make Camp

The party stops to set up camp in the wilds. Each party member (and their mounts) consumes a Ration.

A lookout rotation is set so that the party can sleep unmolested. A smaller party may need to risk sleeping unguarded or switch off sleeping over multiple days.

Party members that were able to rest remove all Fatigue from their inventory.

Wilderness Exploration Cycle

The Warden describes the current point or region on the map and how the path, weather, terrain, or party status might affect travel speed. The party plots or adjusts a given course towards their destination. Each party member chooses a single Wilderness Action. The Warden narrates the results and then rolls on the Wilderness Events table. The party responds to the results.

The players and the Warden record any loss of resources and new conditions (i.e. torch use, deprivation, etc), and the cycle repeats.

     
1 Encounter Roll on an encounter table for that terrain type or location. Don’t forget to roll for NPC reactions if applicable.
2 Sign The party discovers a clue, spoor, or indication of a nearby encounter, locality, hidden feature, or information about a nearby area.
3 Environment A shift in weather or terrain.
4 Loss The party is faced with a choice that costs them a resource (rations, tools, etc), time, or effort.
5 Exhaustion The party encounters a barrier, forcing effort, care or delays. This might mean spending extra time (and an additional Wilderness Action) or adding Fatigue to the PC’s inventory to represent their difficulties.
6 Discovery The party finds food, treasure, or other useful resources. The Warden can instead choose to reveal the primary feature of the area.

Downtime

Between game sessions, players can engage in a variety of activities such as research, following up on leads, improving skills, or building relationships. A PC is limited to one Downtime Action at a time. These actions cannot be undertaken in unsafe conditions or while a character is in recovery. A character cannot perform an action if it would put their safety at risk.

Milestones

For activities requiring multiple steps, the Warden assigns 1-5 Milestones for players to track progress. Each Milestone represents a comprehensive, non-interactive task. The Warden may present different strategies to achieve these goals, each with distinct Milestones. Depending on the unfolding events in the game, the Warden is also empowered to introduce new Milestones or discard existing ones.

Costs

PCs can complete individual Milestones by taking a Downtime Action and paying its respective Cost. If a character is unable to pay the Cost, they may have to find some other way to achieve their goal. A few examples of Cost:

  • Gold: Direct payment of gold from a character’s inventory.
  • Resources: Non-monetary costs such as material goods, specific common items, and so on.
  • Reputation: Betting on a character’s renown, personality, presence, social connections, etc.
  • Loss: Offering something specific and unique. A finger, a soul, an Artifact, etc.

Some Costs can be reduced or disregarded through character skills, connections, or force of will. For example, a PC may have already acquired the necessary reputation to gain access to a renowned institution, and thus the cost is abated. On the other hand, another character may not be so lucky and must rely on their force of personality instead. In this case, the Warden should state the risk (a permanent ban on entry, a loss of reputation, etc.). The PC then makes a WIL save; on a success, the cost is either reduced or avoided entirely.

Downtime Actions

The following activities represent some of the most common Downtime Actions a players can choose. The Warden can also create custom actions based on the needs of play.

Research

A PC investigates a question about a bit of lost or forgotten lore, the location of a lost item, the whereabouts of an important NPC, and so on. To take this action, the player must have a clearly formulated question they’d like to answer and a Source of knowledge in the game world that their character can interact with. If the PC does not have a Source, then they can spend a Downtime Action trying to find one. There is no guarantee that they will be successful. Once a question is posed and an appropriate Source has been identified, the Warden should provide any Milestones and associated Costs.

Questions

As always, the question must come from an experience that occurred during play.

Examples:

  • “Where is the Lost Temple of The Crimson Moth?”
  • “Who in Amber City might know how to crack an ancient vault?”
  • “Where can I find the cure to ashen lung?”

Sources

A Source is a person, place, faction, or entity that holds either a part or whole answer that the character seeks. They can be NPCs, Factions, spirits, or even other PCs.

Examples:

  • Kaligos the Hunter, a renowned slayer of beasts who once aided the party but is now content to live out the rest of his days in obscurity. If anyone knows how to track the Blood Elk plaguing the farmers of the Misty Steppe it’s him, though it’s uncertain if he can be convinced to come out of retirement.
  • Mira the Witch who resides in a cottage deep in the Bone Swamp. It is said that she is the only living person to know the recipe for blightbane, but, as the party is always reminded by the eye missing from one of it’s members, her knowledge comes with a steep cost.
  • The Crimson Hand, a cabal of scoundrels and rogues fighting to slow the spread of Empire. The party once rescued two of their members from capture by the Queen’s Rangers, and undoubtedly saved their lives. Now the party seeks the faction’s expertise in laying an ambush on a merchant caravan.

Strengthening Ties

A character fosters a connection with an NPC or Faction in the game world. First, they must identify the entity with whom they wish to strengthen ties, as well as a specific intent (e.g., building trust, mending a friendship, seeking membership in a Faction, forming an alliance, and so on). The Warden then provides concrete measures (described as Milestones and Costs) that the PC can undertake to advance the relationship. With each completed Milestone, the Warden describes how the PC’s relationship has grown or changed.

Examples:

  • After dispatching a ghoul that had been feasting on a wolf den, a PC hears a whimper from some nearby bushes, finding a lone cub. They decide to keep the creature and raise it as their companion.
  • During a play session, a PC becomes friendly with an agent of the Keepers of the Empty Throne. Impressed by the faction’s values, the PC asks what the requirements are to join.
  • An agent for a powerful faction dies during the Battle of Frogs while under the party’s care. Now those responsible wish to provide redress, so that the party can once again perform tasks for that faction.

Training

A character can improve their skills with an item or ability, with clear narrative or mechanical results. They might be interested in dealing greater damage with a particular weapon, decreasing their chances of getting lost in rough weather, or learning to read the languages of the ancients. A PC might spend multiple Downtime Actions sparring with a particular weapon, improving their skills week by week. Or they may need to travel to the home of a distant sage, improving themselves through short but intense study.

The player must describe precisely what they’d like to improve and a Master whom they might train with. And of course, the character’s inspiration to improve should come from an experience in play. The Warden should provide any Milestones and associated Costs.

Examples:

  • The Two-Handed Parry: When fighting with one hand free, a PC’s GD temporarily increases by 1d4. The party took on a hireling from the Cratered Lands, whose fighters emphasize avoiding enemy attacks. She has agreed to train anyone who can best her in hand to hand combat.
  • Herbology: Given proper ingredients, a PC can create a Healing Salve (restores 4 STR) as a Downtime Action. After receiving care from an elderly herbalist in the Verdant Glades, the wounded PC asked to be trained in the healing arts. The Master has agreed, but asked that they collect three rare herbs before training can begin.
  • Troutmaster: When taking the Supply Action, Rations gathered near cold freshwater sources increase by one step (e.g. 1d4 becomes 1d6). The party escorted a stranded naturalist from the famously dreadful Silver Wastes safely back to the city. As thanks, she has offered to train a PC to identify and capture a common lakefish that frequents colder waters.

d20 Spellbooks

     
1 Ancestral Recall You understand all spoken and written languages.
2 Aegis of Thorns Thick, thorny vines grow over your entire body (2 Armor, d4 damage). Running and swimming are impossible.
3 Bestial Communion You borrow the senses of any beast you see, and can control their movement. If the beast dies you take 1d4 WIL damage.
4 Black Breath You exhale a cloud of flying, stinging insects that swarm the target [5 GD, 6 STR, 14 DEX, 5 WIL sting (d6), detachment].
5 Black Earth Opening Create a 3’ wide tunnel through soil that extends up to 60’.
6 By the Sign of Fire, You Shall Know Me A wall of flame erupts in a straight line from you to your target. Anyone caught in the flames suffers 1d6 STR damage every round until they are extinguished.
7 Sigh of the Ancients Those within a 30’ radius of you are knocked to the ground by a powerful gust of wind.
8 Celestial Tears Target gains 1d6 points to an attribute of your choice.
9 Crystal Ammunition A small cloud of jagged azurite crystals flies to your target dealing 1d10 damage.
10 Gift of Flame You manifest a shield of flame (+1 Armor, 1d6 damage). Fire cannot hurt you.
11 Glimpse the Void Target creature is frozen in terror.
12 Grasping Tendrils Shadowy tendrils emerge from the ground to bind the target in place.
13 Let Our Names Be Forgotten The target has no memory of you or your previous interactions.
14 Miasma of Putrescence Create a 30’ cloud of noxious vapor that does 1d6 STR damage every round to anyone inside it but you.
15 Resurrection Restore life to a recently deceased creature. Requires the sacrifice of another creature of the same species.
16 Take Life A target you touch loses 1d6 STR and you gain the same amount.
17 The Way is Open Loudly opens a locked or magically sealed door or chest.
18 Veil of Sleep Target falls asleep for 1d4 hours.
19 Way of the Serpent Target’s attacks are enhanced and non-blast attacks are impaired against them until they next take damage.
20 Whispered Augury Any potential dangers nearby to where you cast the spell are described to you by the faint whispers of spirits.

Bestiary

Bandit

4 GD, 1 Armor, 12 STR, 12 DEX, 9 WIL, short sword (d6) or short bow (d6)

  • Outlaws who raid settlements, attack ships, or ambush travelers. Groups of four or more are a detachment.
  • A detachment always travels with one leader wearing chain mail or similar (2 Armor) and a long sword (d10) or crossbow (d8).
  • Loyal: When testing Morale, save using the leader’s WIL (13). If the leader dies, the others will flee.

Boilbug

3 GD, 4 STR, 12 DEX, 5 WIL, boiling sting (d6), detachment

  • Palm-sized beetles that live as herbivores but seek out meat if their food source has dwindled.
  • Live in underground nests that resemble ant-hills and will not attack unless threatened or hungry.
  • Critical Damage: A probiscus on the head of the beetle injects steam directly into target’s flesh for an additional d8 STR damage.

Grizzly Bear

6 GD, 15 STR, 13 DEX, 5 WIL, claws (d8+d8)

  • Reddish-brown bears commonly found in mountains, woodlands, and prairies.
  • Prefer to eat fish and meat, and will attack the rare unfortunate who crosses their path.
  • Critical Damage: Bites the victim for an additional d6 STR damage. They bleed out very quickly.

Bone Construct

8 GD, 3 Armor, 15 STR, 5 DEX, 3 WIL, sharpened arms (d8+d8), detachment

  • Gigantic, four-armed constructs made of bone and sorcery.
  • Mindless guardians that stand ready to attack any creature other than their creator.

Cobblehounds

12 GD, 2 Armor, 14 STR, 1 DEX, 8 WIL, bite (d10)

  • Immobile constructs typically used as guardians to great tombs or artifacts.
  • Unaffected by mundane persuasion techniques, but love a good bone.

Crypt Guardian

12 GD, 12 STR, 11 DEX, 14 WIL, ethereal claws (d8+d8)

  • Animated skeletons clothed in billowing robes. Their eye sockets are hypnotically red. Defend crypts and tombs, but will not attack if left undisturbed.
  • Non-magical attacks against them are impaired.
  • Can teleport any target in eyesight to a random room nearby.

Shadow Knight

12 GD, 3 Armor, 16 STR, 8 DEX, 12 WIL, longsword (d10)

  • Once holy warriors who fell to the temptation of dark powers that they now server in undeath. Rides nightmarish steeds into battle.
  • Lesser undead creatures mindlessly follow their command.
  • Their evil aura frightens anyone who comes into melee range.
  • Critical Damage: Everyone who sees the knight landing the blow is driven into bloodthirsty hatred.

Ghoul

6 GD, 14 STR, 8 DEX, 3 WIL, elongated claws (d6+d6)

  • Grey-skinned man-things wearing shredded clothes that crave only the flesh of the living.
  • Critical Damage: Target is deprived from their necrotic wound, dying in d4 days unless treated by a priest or skilled healer. If the body is not burned it later rises as a Ghoul as well.

Giant Mantis

10 GD, 1 Armor, 12 STR, 14 DEX, 12 WIL, forelegs (d8+d8)

  • Cow-sized insects with sharp forelimbs and slicing mandibles. Dwell in tropical forests and jungles.
  • Relies on its dark green coloration to camouflage in foliage and attack unsuspecting prey.
  • Critical Damage: Target loses a body part. Roll 1d6. 1: Head, 2-4: Leg, 5-6: Arm.

Giant Scorpion

8 GD, 1 Armor, 11 STR, 12 DEX, 4 WIL, claws (d10+d10)

  • Horse-sized arachnides commonly found in dry terrain or caverns.
  • Critical Damage: The stinger’s poison liquifies the target’s insides for an additional d8 STR damage. The STR loss is permanent.

Hydra

12 GD, 2 Armor, 13 STR, 7 DEX, 12 WIL, bite (d12, blast), detachment

  • Large reptilians with nine serpentine heads. Very difficult to throw off once their quarry is detected.
  • On taking Critical Damage, the hydra loses one head. It then continues fighting until no heads remains.

Ifrit

10 GD, 11 STR, 13 DEX, 14 WIL, flaming sword (d10)

  • Clever, djinn-like beings from the elemental plane of fire. Appear as giant humanoids. Wet weapons deal enhanced damage against them.
  • Often summoned through powerful magic in service to a wizard, but will subvert their orders whenever possible.
  • Pillar of Flame: Creates a column of flame as tall as a building, dealing d12 STR damage to all it touches. It can only do this once per day.

Lich

14 GD, 1 Armor, 8 STR, 8 DEX, 18 WIL, soul dagger (d8), draining touch (d6, ignores armor)

  • Powerful sorcerers that paid the ultimate price for immortality: their own life. Now their thirst for power knows no bounds.
  • Maintain unlife by binding themselves to an earthly artifact, which is typically protected by at least d6 other undead servants.
  • Arcane Arrow: Green energy bursts from the Lich’s fingers, dealing 1d6 damage and ignoring mundane armor.
  • Necrotic Touch: A target the Lich touches must make DEX save or is paralyzed.
  • Negate Light: All light sources within 100’ of the Lich are extinguished.
  • Raise Dead: Can raise 1d4 undead servants from any nearby corpses.
  • Smoke Form: Can become a living smoke that moves about at-will.
  • Teleport: Can teleport to any location within 50’.

Mandagar

7 GD, 13 STR, 11 DEX, 10 WIL, claws (d8+d8), lashing tongue (d6)

  • Pale-skinned humanoid beasts that dwell in dark caves and underground caverns.
  • Sometimes sought after by Sorcerers to exploit their ability to eat corruption.
  • Critical Damage: A 3’ long tongue with barbs at the tip latches onto the victim’s neck and deals 1d6 STR damage, but also drains 1 point of corruption.

Mordicant

10 GD, 14 STR, 12 DEX, 8 WIL, corrupting claws (d6+d6)

  • Human-shaped constructs with gray-green flesh, moulded from bog clay and human blood, and infused with corrupted magics.
  • Single-minded servants loyal only to the necromancer that shaped them.
  • Critical Damage: save for corruption.

Mummy

6 GD, 12 STR, 8 DEX, 6 WIL, necrotic touch (d10)

  • Undead humanoids wrapped in funerary cloth. Found in pyramids, ruins, temples, and tombs.
  • Critical Damage: Target is infected with mummy rot, and is unable to recover STR until they are cured by a specialist healer. The target is also deprived.

Naga

6 GD, 1 Armor, 14 STR, 12 DEX, 14 WIL, sword (d6), bite (d10)

  • Humanoids with the lower body, tail, and neck of snakes. Dwell in hot jungles and temples lost to time.
  • Use cunning and hypnosis to capture other creatures to be enslaved.
  • Gaze: A target facing the Naga is hypnotized, falling under its will. Its victims cannot be compelled to violence.

Necromancer

12 GD, 9 STR, 12 DEX, 14 WIL, poisoned bone knife (d6)

  • Sorcerers seeking mastery over the veil that lies between life and death.
  • Often accompanied by d4 undead servants.
  • Raise Dead: Can raise 1d4 undead servants from any nearby corpses.
  • Teleport: Can teleport to any location within 50’.
  • Critical Damage: Target is poisoned, dying in d12 hours without a cure.

Reptilian

5 GD, 1 Armor, 14 STR, 12 DEX, 5 WIL, bone spear (d8)

  • Amphibian humanoids that live in large tribes near swamps and jungles.
  • Craft their armor and weapons from the bones of their prey. They will eat anything, including humanoids.

Skeleton

5 GD, 1 Armor, 8 STR, 13 DEX, 0 WIL, rusty sword (d6) or bow (d6)

  • Frequently found serving a master or necromancer, often in groups of 3 or more.
  • Found wearing whatever was on them at the time of their death.
  • If a skeleton is killed and its bones are not scattered, it reforms.

Viper

3 GD, 5 STR, 12 DEX, 3 WIL, bite (d6)

  • Poisonous snakes often found in caves, pits, and other dark places. An antitoxin can be made from their poison sacs.
  • Use heat and smell to track their victims.
  • Critical Damage: Target is poisoned, dying in 1d12 hours without a cure.

Water Elemental

14 GD, 15 STR, 16 DEX, 4 WIL, spray (d8)

  • Rare spirits of lakes, rivers, and seas.
  • Mundane attacks against the Water Elemental are impaired.
  • Critical Damage: Target is enveloped by the water and drowns in three rounds.

Wight

12 GD, 3 Armor, 16 STR, 8 DEX, 12 WIL, long sword (d10)

  • Grotesque, fallen warriors, raised from death for ill purpose. Often astride equally nightmarish steeds, leading lesser undead creatures into battle.
  • Critical Damage: On a fail, any STR loss is permanent.

Wolf

6 GD, 12 STR, 14 DEX, 8 WIL, bite (d8)

  • Large canines that dwell primarily in forest or tundra.
  • Can be trained with effort if captured at a young age.

Wyvern

11 GD, 15 STR, 14 DEX, 13 WIL, stinger (d10)

  • Large, intelligent, winged reptiles. Dwell in any terrain, but favor dry cliffs.
  • Shy away from other creatures, preferring to silently stalk their targets from afar.
  • Critical Damage: The victim is impaled and held in place. The wyvern then bites their head off.

Artifacts

Artifacts are objects of power from ancient civilizations, lost worlds or even other planes. They may be items imbued with magic by long dead sorcerers, technologically advanced devices left behind after an alien incursion, or unholy relics blessed by Demon Princes.

Artifacts never cause Fatigue, though they do sometimes cause Corruption.

Barbed Epaulets

+1 Armor

Spiked shoulder pads that poison anyone that touches them (STR save or lose consciousness).

Bloodmap

1 Charge

A blank leather parchment that absorbs any blood spilled on its surface before rolling into a tight scroll. Unroll to see a rough map revealing the current location of any remaining blood. The image disappears after a few minutes.

Recharge: Pour a pint of your own life essence onto the map, blood for blood. You are deprived until you can rest and eat a Ration.

Demon’s Eye

A long bone pipe incised with strange runic symbols. Anyone who smokes from it can project their vision up to 50’ from their body for a short while but must also save against corruption.

Eversmoke

A small brass urn that persistently releases thick white smoke when the lid is removed, though there appears to be nothing inside.

Falconstone

3 charges

Perceive the world through the eyes and ears of a nearby bird of prey. You feel whatever it feels but have no control over it.

Recharge: Kill and eat a common quarry, cooking the meat alongside the stone.

Honest Earworm

1 use

A foul-smelling, pinky-sized worm that feeds on earwax by crawling into the ear canal of a sleeping person. The victim then loses the ability to lie for 1d4 hours.

Mace of the Kingslayer

(d8), 2 charges

Hold the weapon aloft and shout an order or declaration. Any who fail a WIL save must obey, against their better judgment.

Recharge: Deliver a fatal blow to the leader of a group or faction.

Lightbearer

(d6)

A thin, curved sword that glows with faint light, visible only in total darkness. When bathed in heavy sunlight, its first attack is enhanced.

Shadow Candle

3 uses

Once lit, this black tallow wax sheds darkness rather than light, even in the brightest of days.

Muffle Dust

2 uses

A pouch of fine dust that muffles all sound in a 40ft radius when scattered.

Ring of the Snake

1 charge, petty

A wrought-iron serpent ring. Place it on your finger and fall into a sleep so deep that most will think you are dead. If the ring is removed, you will awaken feeling refreshed. Otherwise, the effect will wear off after one month.

Recharge: Bury the ring with a corpse. A month later, exhume the corpse and retrieve it.

Sun Scarab

1 charge

A brass clockwork beetle that, when activated in darkness, flies toward the nearest exit to daylight.

Recharge: Leave in full sunlight for 8 hours.

Tablet of Interrogation

1 charge

This baked clay tablet contains an incantation that allows you to summon the spirit of a nearby corpse and ask them three questions.

Recharge: Bury the tablet for three consecutive nights in fresh grave dirt.

Umbral Glimmer

2 charges

When the bearer of this eldritch device would receive damage to STR they may expend a charge to displace themselves 2 feet away, but must also save against corruption.

Recharge: Take STR damage while wearing the device.

Veilsilk Grip

1 charge, petty

A hand wearing this glove can phase through solid objects.

Recharge: Snip off one of the fingers.

Voice of the Mountain

1 use

A rough pebble imbued with the essence of a mountain spirit. Crush to call forth an earthquake or similar natural disaster. Do not expect to be spared.

Ward Stone

1 use

A flat, unassuming river stone notched with faded symbols. Smash to release a silvery powder in a 20ft radius that pacifies anyone who breathes it.

Wraith Lantern

1 charge

Write someone’s name onto its glass, and the name will disappear. The lantern reveals a path to their current location, visible only to the holder (day or night).

Recharge: Kill the last person found with the help of the lantern, trapping their spirit inside. The lantern must be nearby when they are killed.

Quick Hirelings

Alchemist

2 GD, 8 STR, 10 DEX, 14 WIL

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Torch (3 uses)
  • Dagger (d6)
  • Acid
  • Lens
  • Gloves (petty)

Animal Hander

3 GD, 11 STR, 12 DEX, 10 WIL

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Torch (3 uses)
  • Leather Whip (d6)
  • Soporific Darts (STR save or fall asleep, 6 uses)
  • Lure
  • Rope (25ft)

Blacksmith

3 GD, 1 Armor, 14 STR, 9 DEX, 8 WIL

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Torch (3 uses)
  • Mace (d8)
  • Hammer
  • Iron Tongs
  • Gambeson (+1 Armor)

Bodyguard

4 GD, 1 Armor, 13 STR, 11 DEX, 9 WIL

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Torch (3 uses)
  • Sword (d8)
  • Dagger (d6)
  • Gambeson (+1 Armor)

Local Guide

3 GD, 10 STR, 13 DEX, 11 WIL

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Torch (3 uses)
  • Compass
  • Rope (25ft)
  • Shovel

Lockpick

2 GD, 9 STR, 14 DEX, 11 WIL

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Torch (3 uses)
  • Cudgel (d6)
  • Lockpick
  • Metal File

3 GD, 8 STR, 12 DEX, 13 WIL

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Lantern
  • Oil Can (6 uses)
  • Dagger (d6)
  • Compass
  • Sextant

Sailor

2 GD, 12 STR, 11 DEX, 9 WIL

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Lantern
  • Sling (d6)
  • Oil Can (6 uses)
  • Rope (25 ft)
  • Spyglass

Scholar

2 GD, 7 STR, 11 DEX, 15 WIL

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Candle (3 uses, dim)
  • Parchment & Ink (3 uses)
  • Stylus
  • Staff (d6)

Tracker

4 GD, 12 STR, 13 DEX, 10 WIL

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Torch (3 uses)
  • Crossbow (d8, bulky)
  • Trap (d6 STR damage)
  • Rope (25ft)

Trapper

3 GD, 11 STR, 12 DEX, 10 WIL

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Torch (3 uses)
  • Bow (d6, bulky)
  • Trap (d6 STR damage)
  • Sack

Veteran Bodyguard

6 GD, 2 Armor, 14 STR, 12 DEX, 11 WIL

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Torch (3 uses)
  • Long Sword (d10, bulky)
  • Chainmail (2 Armor, bulky)

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