Ambition & Avarice
Ambition & Avarice
2
Table of Contents
Chapter 1 : Introduction 4 Chapter 4 : The Rules of Play 44
Player Skill 5 Encounters 45
Mechanics 7 Taking Control 46
Advancement 47
Chapter 2 : Character Creation 9 Health 48
Checklist 10 Hazards 49
Attributes 11 Combat 51
Race 14 ➢ Turn Sequence 52
➢ Dark Elf 15 ➢ Attacks 53
➢ Dwarf 15 Retainers 54
➢ Elf 16 Survival 55
➢ Gnome 16
➢ Goblin 17 Chapter 5 : Magic 57
➢ Halfling 17 Casting 58
➢ Hobgoblin 18 Spells 59
➢ Human 18 Spell Lists 60
➢ Lizardfolk 19 Spell Descriptions 62
➢ Orc 19
Class 20 Chapter 6 : The Judge 79
➢ Brigand 21 The Three Tasks 80
➢ Conjurer 22 The Sandbox 81
➢ Cultist 23 Tropes 84
➢ Knave 24 ➢ Core Tropes 84
➢ Knight 25 ➢ Derived Tropes 85
➢ Priest 26 Good and Evil 88
➢ Ranger 27 NPCs 89
➢ Savage 28 Monsters 90
➢ Shaman 29 Treasure 92
➢ Sorcerer 30 Adjudication 93
4
Introduction Player Skill
5
Introduction Player Skill
Know Thyself
You don’t have to memorize your character information. Unlike the challenges of a video game, in a roleplaying game
It will be recorded on your character sheet. However, you you can do almost anything. The relationships between
should be very familiar with your character’s capabilities and objects are not pre-programmed. As in the real world,
always looking for an opportunity to use them. necessity is the mother of invention. What will your character
If your character excels at picking locks, be prepared to step create? What will they do? What problem will they solve with
forward when a locked door or chest is discovered. If you a sack full of dirt, a half burnt candle, and a fist-sized rock?
are a strong melee fighter, place yourself in front of weaker Only you can provide the answer. Think divergently!
combatants when a fight breaks out. If you have a bottle of Quick Thinking
flaming oil, pull it out when you see the potential to douse a The game moves at a fast pace. Torches and lanterns are
cluster of opponents with it. Don’t let the bottle sit unused in always consuming fuel. Magic spells are fading away.
the bottom of your backpack throughout the entire session. Footsteps are coming down the hallway. Time is limited and
When you make your character, you will choose where you need to make decisions under pressure. Some people
they excel. When you encounter a problem in the game, excel at this naturally, while others struggle. If you struggle,
immediately think about the capabilities and how your here are some tips for improvement.
character might have to solve the problem. If you know that First, take a step back and breathe. You can’t make a decision
you lack skill in a certain area, step aside to give others a while your heart is racing and expect great results. Think
chance to shine. divergently for a few moments, but don’t allow yourself to
Play in Character get lost in the details. Make the best choice you can from
You don’t have to talk in a funny voice or make grandiose limited options. Accept that you might make a mistake, but
hand gestures to be in-character. This is not an acting class. know that making mistakes is inevitable. Don’t beat yourself
You just have to get inside that imaginary skull. You have to up over the eventual decision. You don’t have to be perfect.
think from the perspective of the game world. Try not to talk Make a choice and move on. Time is too precious to burn in
in 3rd person or in the future tense. Tell the Judge exactly the agony of indecision.
what you are doing at that moment in 1st person. Don’t just Evaluation
control or manipulate the character. Be the character. When you are no longer under time pressure, you can
For example, let’s assume the Judge has just described a room indulge in reasoned analysis. First, learn to identify problems
with a statue. Don’t say “Are there any hidden compartments clearly. Don’t focus on just the immediate situation, try to
on the statue?” The Judge cannot answer that question see the bigger picture. If you focus too narrowly, you may
because your character hasn’t taken any action towards miss something. Try to come up with at least three different
learning the answer. Instead, say something like “I go right ways to solve the problem. Weigh the options and make an
up to the statue and examine it closely. I want to look for informed decision.
anything unusual about it. Do I see any buttons?” Talking For example, let’s say you find a locked door. After a bad die
like that is how you can truly get in-character. roll, your party’s best lockpicker jams the lock. It can’t be
Divergent Thinking picked again. Reframe the problem. The door may be locked,
Divergent thinking is the ability to see many uses for a single but that doesn’t mean the only way forward is to unlock it.
object. The classic example is “how many uses can you think The first thing that might spring to mind is to kick it down.
of for a paper clip?” When we are young, we However, is that really the best course of action? It will be loud
have very high capacity for this kind of and could attract nearby monsters. One of your spellcasting
thinking. As we age, we become more rigid. companions offers to unlock the door magically, but that will
You must stop destroying this skill and consume a valuable spell.
instead begin nurturing it again.
After taking a moment to assess the situation, you remember
Let’s imagine that your character has an that you have three bottles of acid. You found them in one of
iron tube around 2 feet long, 3 candles, the rooms that you explored earlier that night. You could use
a flint & steel, a piece of tapered wood, the acid to melt the lock quietly without attracting attention.
2 lbs. of red wax, a cheese wheel, and By deciding to use the acid, you save the spellcaster from
some dried walnuts. What can you do wasting their spell and you avoided attracting attention from
with that? A child could come up with nearby foes. Impatience may have led you down the wrong
an endless list of possibilities. Can you? path and resulted in unnecessary hardship.
6
Introduction Mechanics
7
Introduction Mechanics
8
Character Creation
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Character Creation Checklist
You can follow the checklist below to fill out your character sheet.
Attributes
☑ Roll and record your attribute values and their resulting modifiers.
☑ Record values based on your attributes, such as choosing a number
of starting languages based on your intelligence.
Race
☑ Record the starting saving throws for your race.
☑ Record your racial advantages, such as your hit die.
Class
☑ Record your class advantages, such as your weapon proficiencies.
☑ If you are a spellcaster, choose the spells that you know.
☑ If you are a mundane, choose how to spend your character points.
☑ Record the dungeon throws for your class, plus any adjustments.
Equipment
☑ Record your equipment purchases and remaining money.
Miscellaneous
☑ Record your starting hit points, equal to the maximum result
on your hit die plus your constitution modifier. You will start
rolling for hit points when you reach 2nd level.
☑ Record your starting armor class, equal to 10 plus your
dexterity modifier and any bonuses from wearing armor or
carrying a shield.
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Character Creation Attributes
Attributes
Attributes represent your raw potential to accomplish tasks. What Attributes Represent
A variety of things are derived from your attribute scores.
They are also occasionally tested directly. Attributes are the Attribute Description
basic foundation of your character and have a strong impact Strength Physical Strength and Throwing Power
on the game. Dexterity Aim and Coordination
Constitution Health and Endurance
Determining Attributes
Intelligence Logic, Reason, and Memory
Attributes are generated in one of four ways. We recommend
the first method because it generates characters appropriate Wisdom Common Sense and Perception
for the challenges of the game. Charisma Social Presence and Empathy
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Character Creation Attributes
Dexterity
Dexterity measures your aim with a projectile, spatial sense,
and bodily coordination. It determines your ability to
avoid being struck in combat and perform tasks requiring
precision and focus. A character with a high dexterity score
is graceful and smooth. They move quickly and quietly, often
frightening people by appearing out of nowhere. A character
with a low dexterity score is clumsy and awkward. They are
typically kept away from the more fragile valuables.
The dexterity modifier is added to
➢ Damage and to-hit rolls with a projectile weapon
➢ Foraging rolls, if you are using that optional rule
➢ Your natural armor class
➢ Attribute tests to perform a single quick movement;
such as snatching an object out of someone’s hands
➢ Attribute tests to perform any highly precise work that
is not covered by a dungeon / saving throw; such as
cutting a gemstone or sewing a piece of clothing
➢ Any similar situation the Judge feels should be decided
by your dexterity attribute
It should also be noted that your raw dexterity value (not just
the modifier) is used to calculate your speed of movement.
If you have a higher dexterity value, you will be able to move
faster than another character of similar encumbrance.
Constitution
Constitution measures your body’s natural defenses and
ability to endure injury. It has a large effect on your hit points
and determines how quickly you recover. A character with
a high constitution value is typically filled with energy and
has a warm healthy glow to their skin. A character with a low Health Chart
constitution value is typically lethargic, sluggish, and their Constitution Score Hit Die Modifier Rest Die
skin often has a sickly palor.
3-4 -3 per level 1 point recovered
The constitution modifier is added to 5-6 -2 per level 1d2 recovered
➢ To your hit die roll at every level, including 1st level 7-8 -1 per level 1d4 recovered
9 - 12 None 1d6 recovered
➢ Attribute tests to hold an object aloft for a period of
time or to hold open a door while it is under pressure 13 - 14 +1 per level 1d8 recovered
15 - 16 +2 per level 1d10 recovered
➢ Attribute tests to continue to take actions despite
17 - 18 +3 per level 1d12 recovered
extreme pain or physical exhaustion
➢ Any similar situation the Judge feels should be decided
by your constitution attribute
Finally, your constitution score is also used to determine
Your constitution value is also used to determine how much your rest die. If you spend a complete day at rest in safe and
weight you can carry before you moving up to the next level comfortable surroundings, you can roll the appropriate rest
of encumbrance. A higher constitution allows you to carry die to recover hit points. Your constitution score determines
more equipment before your speed begins to suffer. which die is rolled as shown in the chart above.
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Character Creation Attributes
Intelligence
Intelligence measures your talent for logic and reason, as Languages
well as your long-term memory and available knowledge.
Intelligence Score Communication
A character with a high intelligence value can easily solve
most problems, remember relevant facts, and they leap at 3-4 Grunting and Pantomime only
the chance to read or acquire books. A character with a low 5-6 Rough broken speech in a single language
intelligence value is easily confounded by problems, has a 7-8 Fluent speaker in a single language
poor memory, and little to no desire to learn or read. 9 - 12 Fluent speaker in two languages
The intelligence modifier is added to 13 - 14 Fluent and literate in two languages
➢ Attribute tests to solve a complex problem, assess value, 15 - 16 Fluent and literate in three languages
or remember a piece of information from the past 17 - 18 Fluent and literate in four languages
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Character Creation Race
Civilized Races
Race Vision Hit Die Advantages
Dwarf Infravision d10 4-in-6 identifying metals and stones, -5 to traps throw
Elf Infravision d6 +1 to surprise and initiative, -5 to notice throw
Gnome Normal d6 +2 to reaction rolls, 2-in-6 alchemical value, 4-in-6 identify potions & craft mechanisms
Halfling Normal d4 +2 to Armor Class, -10 to sneak throw, bonus language
Human Normal d8 -10 to distribute among dungeon throws
Barbarian Races
Race Vision Hit Die Advantages
Dark Elf Infravision d6 4-in-6 extracting poisons, 2-in-6 identifying poisons, use poison, -3 to locks and traps
Goblin Infravision d4 +3 to surprise, +2 to armor class, -5 to climb throw
Hobgoblin Normal d8 Reduce armor weight by up to 40 lbs, Proficient in 2 extra weapons
Lizardfolk Normal d8 Amphibious, can hold breath for 15 minutes, -5 to climb and sneak throws
Orc Normal d10 +1 to hit and damage, -2 to reaction rolls with civilized folk
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Character Creation Race
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Character Creation Race
Elf Gnome
Elves are fae folk of the wood. They live in harmony with Gnomes are a hardy folk that live in houses dug from the side
nature and rarely venture outside of their forest homes. of hills. They are warm, kind, extremely sociable, and open
Those that do are extremely unusual and may be fleeing from to new experiences. Gnomes that become adventurers fall
elven authorities. Elves are slightly shorter than humans, as even further to the extreme, almost completely consumed by
well as having finer features. Their signature pointed ears are wanderlust and curiosity. They have a nonthreatening nature
instantly recognizable. that puts people at ease. Even the swarthy orc will think twice
before drawing a weapon on a gnome. This gives them a +2
Elves prefer the safety of the wood because it provides for
bonus on reaction rolls.
them. Their society is blissful and carefree. It is often said that
an elf will make every effort to avoid serious work. They spend Gnomish society revolves around the consumption of food
many hours simply walking through the woodland gathering and drink. Gnomes pride themselves on having a wide and
small bits of food and seeking inner peace. Elven dwellings indiscriminate palate. Their settlements are often covered
are sparse and simply constructed, mostly from fresh bits of with elaborate gardens and vineyards that fill the air with a
the forest. As the leaves wither and the branches rot, the elves beautiful aroma. To other races, gnomish landscapes often
replace them. An elf that abandons their home can return in appear crowded and unkempt. But every gnome knows that
a year to find that it has been reclaimed by nature. plants must be allowed to grow in whatever direction they
please. Nature is not as orderly as a human might like it to
All of this reflects the elven focus on the present. It is why
be. Gnomes work with the land, rather than try to tame it.
Elves meditate rather than sleep, why they never dream, and
why they seem so ethereal and otherworldly. The elf resides A Gnome can automatically identify any form of alcohol by
in the world of the now, with hardly a thought given to the smell. Alchemy is also a favorite pastime. They have so many
future. The stories of ancient elven empires seem impossible bits of alchemical knowledge stuffed into their brains that it
given these beliefs. This fact has led many scholars to conclude sometimes becomes hard to remember the exact effects of
that they are just that; stories, with no basis in reality. each little element. This mismatch gives the gnome a 2 in 6
chance of studying a rare plant or animal to identify it’s
An elf ’s present-mindedness has taught them
alchemical value. For example, a gnome might be able to tell
to pay close attention to their surroundings.
you that the teeth of an ogre could be used to cure rotwart
It grants them a +1 bonus to surprise and
disease. Of course, getting into an ogre’s jaws is not the safest
initiative. An elf is almost impossible to
of journeys.
ambush or catch unawares. They can never
be surprised in any kind of woodland, Gnomish festivals often involve passing around strange
regardless of what the dice might say. brews crafted by various social luminaries, much like a wine
Even the most well-concealed forest tasting. This gives them a 4 in 6 chance of being able to iden-
ambush will be plain as day to an elf. tify unknown potions. This process involves both smelling
They also enjoy a -5 reduction to their and tasting the potion, so if it is a dangerous poison then
notice dungeon throw to represent their there is a chance the gnome could become affected by it. The
focus on the world in front of them. exact consequences are up to the Judge.
Legends say that elves are Gnomes also enjoy designing machines and contraptions. If
immortal. After centuries of life, a gnome encounters an engineering problem, they have a 4
they leave this continent and travel to a golden isle across in 6 chance of being able to craft a mechanical solution.
the sea. The fact that very few have seen an elf die of natural This doesn’t necessarily mean that they have the materials
causes makes this easy to believe. Rumors persist of an elven on hand, but it does provide an answer of some kind. For
exodus from this land, but so many still remain. Perhaps it is example, they might discover a section of the dungeon
only a trick to deceive their enemies. No one has ever crossed where a stairwell has collapsed. With a successful roll, the
the Eastern Sea and returned to tell the tale. gnome could rig up an improvised elevator using a bucket in
conjunction with a block and tackle set.
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Character Creation Race
Goblin Halfling
Goblins are vicious little miscreants Halflings are a small folk that live almost anywhere. They love
that live beyond the edge of to intermingle with other races and learn their ways. They
civilized society. They form small are also consummate smokers and chewers of mind-altering
tribal groups that often live in leaves. Halflings have a deep love for travel and exploration.
caves or claimed buildings rather This makes them natural adventurers and many parties that
than making their own dwellings. venture into dangerous territory bring a halfling.
Their leaders hold power through
Halflings do not have a preference for their own species and
intimidation and fear. Most
will take up residence anywhere that will have them. From
adventuring goblins hate their own
the time they are considered mature, a halfling is encouraged
kind almost as much as everyone
to travel by their parents. This is not simply throwing a child
else and are happy to be rid of them.
out into the world to increase the resources available to the
Goblin society has loose conceptions of personal property remainder of their brood, but a deep philosophical conviction
and theft is rampant. In fact, goblins don’t even have a word to learning through experience. As a result of this practice,
for theft. They consider any possession that is not well- every halfling gains one bonus language in addition to their
defended to be fair game. They only recognize theft as a normal complement.
word used by larger
folk when they realize their belongings
Halflings are very lucky and this is reflected in incredible
are missing.
saving throws. It is often joked that halflings are the
Goblin leaders are incredibly cunning. Realizing that they descendents of cats, as they appear to have nine lives of their
cannot keep their possessions, they instead use redistributive own. Paired with their naturally curious inclinations, this
feasting and festivals to solidify their political power. When makes them ideal for opening unknown doors and climbing
that fails, they will resort to raiding and attacks on travellers. into dark and potentially dangerous cavities.
Goblins are masters of ambush and it is extremely rare for Halflings also make great knaves and brigands, where they are
them to be caught off-guard. They have a powerful +3 bonus able to put their natural talents to good use. Unfortunately,
to surprise. They will therefore go to extreme measures to the reputation of less-than-honorable halflings is sometimes
craft a perfect ambush and kill their enemies quickly. This extended to the good ones. As a result, larger races tend to be
bonus does not extend to their initiative, as once the fight is uncomfortable when halflings are around. Don’t be offended
joined they are no longer at an advantage. Goblins are not if they tighten their coin purses.
more perceptive than other races, simply quicker to strike.
A halfling’s small stature grants them a +2 bonus to armor
While it is true that the goblin is physically weak, they have class. They are experienced in avoiding danger and their
adapted to survive in a world dominated by larger races. small size is suited for it. This is useful as their curiosity is
They are clever liars, cunning diplomats, and vicious little constantly placing them in harm’s way. To avoid a terrible
fighters that leave no advantage untapped. The goblin’s small fate, they have learned to take cover in some of the most
stature and nimble nature makes them slightly harder to hit unusual and unsuspected places; inside of barrels, under
in combat than other folk. They can duck and dodge attacks cracked floorboards, and even in chimneys.
better than a larger race. This grants them a +2 bonus to
In a quirk of fate, halflings have unusually large feet for a
armor class.
creature of their height. These feet have at least twice the
Many goblin tribes live in rough mountainous terrain or amount of hair as a human foot, a feature that slightly
underground for protection and to avoid detection. As dampens the sound of their footsteps. Their slight build
a result, goblins are experienced at climbing around in further reduces the noise that they make and their small
slippery caves and across difficulty terrain. They like to put a statue makes them fairly hard to spot from a distance. As a
lot of space between them and their enemies. This grants a -5 result of these factors, they enjoy a -10 reduction to their
reduction to their climb dungeon throw. sneak dungeon throw.
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Character Creation Race
Hobgoblin Human
Hobgoblins are a race similar to humans in size that shares Humans are an adaptable and vibrant race that has come
many physical features with goblins, such as skin color and to dominate civilized politics. They have vast and diverse
small pointed ears. They live in tightly knit clans composed empires with a range of cultural and social values. Humans
of a few extended families that are intermarried. These clans can be found anywhere in the realm and their population is
often live in settlements encircled by palisade walls. The almost always increasing, much to the chagrin of some of the
wealthier clans construct their own stone fortifications. other races.
Hobgoblins are the most technologically advanced barbarian Each human culture cultivates it’s own unique qualities in
race. They have a firm grasp of blacksmithing and metalcraft. the individual. If you choose a human character, you should
This allows them to maintain and produce their own armor invest some time in detailing that heritage. What is the
and weapons. It also makes them much more formidable dominant religion in your specific culture? What are the
foes than the weaker races, although they not quite on par unique practices of that religion? What kind of food do you
with orcs in terms of raw aggression. eat? Is there a unique style of dress? Do you have an unusual
accent? Is a particular skill favored in some way (e.g. archery
Hobgoblin clan structure virtually eliminates crime against
contests are common, quarterstaff duels are a rite of passage
their own kind. They have a culture that cultivates respect,
for adolescents, etc). Is there a specific architectural style that
honor, and loyalty to your clan. However, they extend almost
makes your cities identifiable?
no consideration to the rights of other races or clans.
A human is able to express their own unique culture by
When a hobgoblin joins an adventuring party, they transfer
spending a total reduction of -10 to the dungeon throws
a great deal of their clan loyalty to the group. Some even go
of their choice. These can be divided up however desired,
so far as to rub their blood across the forehead of each ally
so long as you do not spend more than -5 on any individual
to signify the bond of family. They may even refer to fellow
throw. For example, you might take -4 to climb, -4 to locks,
party members as brothers and sisters to further reinforce
and -2 to sneak but not -8 to climb and -2 to locks.
their loyalty. However, this is not blind loyalty. If a party
member proves to be a disloyal ally, the hobgoblin will be the In many ways, humanity is the standard by which other races
first to draw a blade in retribution. are judged. They have decent health, standard vision, and
average saving throws. They are an excellent choice for a new
Hobgoblins have a strong militaristic culture based on
player who is just getting used to the system or a veteran who
raiding on their neighbours for resources. Even a teenage
is trying to craft a niche delver. You can choose which area
hobgoblins have been on such raids to earn their first bits
of the game in which you want to focus on developing skill.
of honor. Their ability to descend on a town and run off
with it’s valuables is unmatched. Some say that a hobgoblin Humans are the ideal choice for a
clan is not a settlement or community as much as a criminal unique character concept. Do you
organization. want to be a desert raider that wears
flowing black robes and carries a
As a result of their violent lifestyle, hobgoblins are very
scimitar? Do you want to be a
comfortable even in heavy armor. They do not count the
mountain clansman who
weight of their worn armor towards encumbrance, up to
wears a kilt and speaks
a maximum of 40 lb reduction. You can take advantage of
with a harsh accent?
this in two ways; either to keep your weight down and your
Whatever you want
movement rates correspondingly high or to carry even larger
to be, humanity is
amounts of equipment at the same speed.
flexible enough to
Furthermore, a hobgoblin gains proficiency in 2 additional represent that
weapons of their choice beyond the normal allotment for ideal. Choose
their class. This is one of the few ways to start the game your destiny!
trained in the use of uncommon weapons like crossbows.
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Character Creation Race
Lizardfolk Orc
Lizardfolk are a race of amphibian humanoids that live in Orcs are a brutal and violent race, viewed by the civilized folk
the dense foliage of wetlands and swamps. They are able to as possibly the most dangerous threat on two legs. There are
function almost equally well both in and out of the water, many reasons why an orc might leave their own society, but
although they cannot actually breathe underwater. They the most common is probably a higher survival rate. At least
have lungs and are able to hold their breath for about 15 an adventuring orc can trust in his companions somewhat,
minutes at a time. Their diet consists mostly of terrestrial something that is not entirely certain when living with a clan
plants and they cannot see without some amount of light in of aggressive thugs.
the water. These factors keep them close to the surface and
Orc leadership and social order is based upon physical
away from the open ocean.
prowess and skill in personal combat. Each individual must
Lizardfolk reproduce in clutches through eggs laid and cared constantly track of their place in the pecking order and fight
for by females. Their culture (if you can even say that one to maintain that position whenever they are challenged.
exists) is centered around this part of their lifecycle. Females Despite their reputation for being anti-social, orcs are
construct settlements in wetlands, lakes, rivers, swamps, and actually very conscious of their social position.
occasionally seaside caves. These matriarchal units are very
Orcs have no conception of law
well defended. Males are typically absent, instead spend-
or natural rights. Each orc
ing most of their time out as solitary hunters. A male might
has to enforce their own law
spend three to five days away from the settlement looking for
or surrender to the control
a rich food source. They prize dense schools of fish, which
of the most powerful orc
they haul back in large nets.
in the tribe. This person
For the most part, lizardfolk do not have or maintain any is referred to as a
kind of advanced technologies. Magic is also fairly rare. They haubtman (“head man”
have no metal working skills and any sophisticated items in in orcish). However,
their possession are typically stolen. The idea of a lizardfolk orc submission will
empire or nation is laughable. They live in a pristine hunter- only continue so long
gatherer society with very loose structure and fluctuating as the haubtman’s threat
politics. They have shown no desire to modernize. of force appears credible.
They will turn on him as soon
Lizardfolk do not need to maintain a constant moisture in
as they have a chance to do so and the haubtman knows this
their skin. Their scales harden and shrink slightly as they dry,
very well. He is constantly prepared to defend his status and
thus serving as a natural barrier to keep moisture contained
will draw steel against any challenge.
within the body. Their scales are dull in color and their eyes
are covered with a thin membrane that reflects little light. In order to be able to defend their personal rights, all orcs are
This makes them more difficult to see. They have very shallow taught to carry and use a weapon from a very young age. This
breathing and their claws also give them excellent traction. cultural affinity grants them a +1 bonus to-hit and damage
Because of all these natural advantages, they also enjoy a -5 with melee weapons. Combined with their innate toughness,
reduction to their climb and sneak dungeon throws. Their this makes even an average orc into a formidable combatant.
claws also allow them to deal an extra point of damage
Because of their violent nature and a seemingly constant
when fighting unarmed.
state of war with the civilized folk, orcs are viewed very
Lizardfolk also have a natural sense of their depth beneath negatively by other races. They suffer a -2 reaction penalty
the water’s surface. This is useful when exploring twisted when interacting with civilized races or any being with
caverns deep underground. They make great scouts when a sophisticated culture and intelligence. An armed orc is
you discover a portion of a dungeon that has become flooded. unnerving to almost any guard in a civilized settlement and
Just be aware that dangerous monsters can lie in wait beneath they will be strongly cautioned to check their weapons. Some
the water’s surface. establishments may even actively discriminate against orcs.
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Character Creation Class
Class Proficiencies
Every character is a member of a class. This is a combination Every class has a different regimen of combat training. If a
of their social status and their profession. You will notice that weapon is listed as a proficiency for your class, you are skilled
many of your abilities receive a bonus equal to your current with it’s use. This should not be seen as the absolute limit on
level. This means that as you advance in levels, you will what weapons you can use, but merely the beginning. You
become stronger in their class abilities. For magic users, spell can use a weapon that you are not proficient in, however you
progression is based upon level as well. will suffer an untrained penalty of -3 to all of your attacks.
After attempting 20 attacks with an untrained weapon in
Expertise combat versus a real opponent (e.g. not a training dummy),
This is a task that defines your class in the eyes of other you will gain proficiency with that weapon.
people. These are often attribute tests where your current
level is added to the result. For example, a knave receives a Dungeon Throws
to-hit bonus equal to their level and deals double damage Dungeon throws have similar numerical values and are
when backstabbing an opponent. resolved using a d20 in the same way as a saving throw. There
are six of them; climb, force, locks, notice, sneak and traps.
Identify They are almost always made at the request of the Judge. It
Every class has something that they are particularly attuned is assumed that all characters are highly competent at these
to noticing about the world. For example, the cultist is always tasks. Throws are only made when there is a single chance
on the lookout for converts and can get a rough estimate of to accomplish it. Failure carries serious consequences. For
the willpower present in a person. This is an intelligence or example, failing a locks throw will jam the lock so badly
wisdom test with a difficult class (DC) of 15 minus your level. that it cannot be retried. Dungeon throw use is described in
greater detail under mechanics.
Companions
Your character has talents that attract similar individuals. As Note: The mundane classes can advance
you gain levels, you attract even more of these people. They on their dungeon throws as they gain
may travel with you on your adventures or serve you in some levels. This makes them far more
other way. Some classes can even create companions. competent at dealing with the
problems of dungeon exploration
If you don’t want them to travel at your side, you can send than spellcasters. All spellcasters
your companions out on their own. Just give them a few have a standard of 17+ in every
directives and the Judge will determine what happens on dungeon throw and they never
their journey. The Judge may have you roll to test attributes advance, however they can
or make throws if the companion encounters challenges. benefit from racial bonuses.
Mundane Classes
Class Expertise Identify Companions Weapon Proficiencies
Brigand Pickpocket Goods Footpads Axe, Bow, Club, Dagger, Spear, Swords
Knave Backstab Voice Spies Bow, Dagger, Club, Spear, Swords
Knight Honor Heraldry Huskarls Any Melee Weapon
Ranger Tracking Nature Scouts Axe, Bow, Club, Dagger, Quarterstaff, Spear
Savage Charge Weakness Thralls Axe, Club, Dagger, Flail, Mace, Spear
Magical Classes
Class Expertise Identify Companions Weapon Proficiencies
Conjurer Binding Symbols Imps Club, Dagger, Quarterstaff
Cultist Sacrifice Willpower Disciples Dagger, Mace, Swords
Priest Salvation Divine Curates Club, Flail, Mace, Quarterstaff, Warhammer
Shaman Remedy Disease Spirit Guides Club, Quarterstaff, Sling, Spear
Sorcerer Counter Spells Neophytes Club, Dagger, Quarterstaff, Swords
20
Character Creation Class
Brigand
Brigands are criminals that live in the dark and dangerous Climb Force Locks Notice Sneak Traps
shadows beyond the reach of the law. Some are highwaymen 17+ 17+ 15+ 16+ 16+ 15+
that waylay the travellers along the road and relieve them
of their valuables. Other brigands are common burglars that Character Points
slip into undefended buildings and make off with anything
All the mundane characters begin play with three character
they can find. However, it can be difficult to live on the
points. They will gain another three character points every
wrong side of the law. For this reason, quite a few become
time they gain a level. These points can be spent in four
adventurers to stay ahead of the gallows.
different ways;
Expertise ➢ Spend 1 point to gain another permanent hit point
Brigands have exceptional sleight of hand and grace. They
➢ Spend 1 point to reduce a dungeon or saving throw by 1
can pickpocket an unsuspecting person to relieve them of
(down to a minimum of 1+)
their portable wealth. Against a target that is unaware of the
attack, you can make a dexterity test against a DC 15 minus ➢ Spend 2 points to gain proficiency in a new weapon
your level. Unless you are working a busy street, being in ➢ Spend all 3 points to gain a permanent +1 to-hit bonus.
such close proximity will arouse suspicions. You can avoid
This stacks with all other to-hit bonuses.
this by using the sneak throw to creep up behind the subject.
In this way, you can customize the growth of your character
Identify over time. Design the character you want to play.
As they are often acquiring unusual possessions, brigands
are familiar with the type and breadth of goods available Companions
in the marketplace. You can assess the value of anything, You can recruit and train footpads. Roll a set of attributes
even highly unusual items like ancient figurines. This is an for each one. They have 1d6 hit points. They also come with
intelligence test against a DC 15 minus your level. a single weapon proficiency and they can wear armor if their
strength supports it. A footpad will fight in combat with 6
Proficiencies morale. When sent out on their own, footpads are capable
Brigands are proficient with the following weapons; axes, characters that can do many things on your behalf.
bows, clubs, daggers, spears, and swords. You can use armor
At first level, you have only recruited a single footpad to your
and shields if your strength is high enough.
service. You can manage an additional footpad every time
Other Abilities you gain a level. The first one has already received training to
A brigand brings a little bit of extra coin to the table. This is have 17+ on their dungeon throws. All subsequent footpads
the dirty money they have been saving for a rainy day. You must recruited and trained individually. This is a process that
begin play with an extra 50 gold pieces. takes six weeks. At the end of training, they will have 17+ in
all six dungeon throws. You can later spend three weeks of
As members of the criminal class, brigands are extremely intensive training to improve a dungeon throw by one point
familiar with that sub-culture. In any settlement with at least (but not beyond your own level of ability).
five hundred residents, you have a 4 in 6 chance of finding a
fence or blackmarket trader with which to conduct business Footpads must be paid a base salary of 3 gold pieces per
(double the odds of a knave). This can be very useful if you week. For each point of dungeon throw reduction through
need to buy or sell illicit goods. training, add 1 gold piece to their salary. This salary is
required because the footpad take many risks. Since they
Due to their unsavory interactions with the law, brigands will fight in combat, they are frequently in danger. Since they
have also learned to escape from all manner have dungeon throws, you can send them out on missions to
of bonds. This includes being tied up with infiltrate locations and steal objects.
cord or rope, bound in manacles, and
similarly restrained. You have a 4 in 6 For example, you might direct a footpad to infiltrate the
chance of escaping restraints within Duke’s castle to steal the ducal seal. They leave and the
about 15 minutes. If this fails, you campaign progresses through several weeks of game time.
are stuck just like anyone else The Judge makes a sneak throw and it fails. A few days later
until they receive some kind of (in game time), the Judge might describe how you hear from
assistance. a town crier that the Duke recently executed someone for
trespassing in the castle.
21
Character Creation Class
Conjurer
Conjurers are magicians trained in the control and creation Climb Force Locks Notice Sneak Traps
of living beings, inert material, or energy out of thin air. They 17+ 17+ 17+ 17+ 17+ 17+
typically have a sublime confidence in their ability to shape
reality. After all, when you are going into a negotiation with a Spell Progression : Memorization
demon, the last thing you want to do is show weakness.
Level 1 2 3 4 5 6 7
Expertise 1 2 - - - - - -
Conjurers can create a binding circle of runes and symbols 2 3 - - - - - -
to trap creatures. It can be constructed anywhere with a 3 3 2 - - - - -
stable flat floor and no wind, but requires an hour of work
4 3 3 - - - - -
and 5 lbs. of fine gold dust (valued at 20 gp per lb.) to use
as a drawing medium. Some of the dust (1d4 lbs.) can be 5 4 3 2 - - - -
recovered after the ritual is complete. 6 4 3 3 - - - -
7 4 4 3 2 - - -
Any creature summoned or tricked into moving inside of
the circle cannot escape the boundary. If summoned, the 8 5 4 3 3 - - -
spell duration is ignored and the creature will remain in the 9 5 4 4 3 2 - -
mortal world indefinitely. If the creature is intelligent, you 10 5 5 4 3 3 - -
can make a deal with them to secure release from the circle. 11 6 5 4 4 3 2 -
You must make a reaction roll and negotiate your terms 12 6 5 5 4 3 3 -
with the Judge. Based on that, the Judge will decide if they
13 6 6 5 4 4 3 2
agree or not. The average agreement is that the creature will
agree to serve as an unpaid retainer for up to 1d4 days per
1st level spell selection
level of the conjurer.
Automatic: Summon Elemental & Read Magic
If no agreement can be made, it will remain trapped in the Choose three spells from the following list: Beam of Light,
circle until the dust is disturbed. Once that happens, it will Burden, Detect Magic, Hummingbird, Rebellious Tongue,
hunt you down to seek retribution. If a summoned creature Shockwave, Storage, & Summon Beast
is reduced to zero hit points (inside or outside of the circle),
it returns to it’s native plane of existence. Companions
You can create imps to serve as your eyes and ears in the
Identify
world. This is a winged humanoid creature that weighs about
A conjurer’s knowledge of binding 25 lbs and stands roughly 2 feet tall. An imp has a look similar
symbols to control summoned creatures to a gargoyle and is sometimes mistaken for one. It has no
allows them to identify unknown combat skills, 3 morale, and only 1 hit point. It can only
magical symbols, runes, and glyphs. perform basic tasks and fly at your normal walking speed.
This is an intelligence test against a DC
15 minus your level. An imp can hold up to 3 lbs of items in its hands, allowing
the use of many small tools. As a result, conjurers often use
Proficiencies imps to maintain their residences, carry messages on their
Conjurers are proficient with the following weapons; clubs, behalf, and serve as lookouts or spies. Imps can also be left
daggers, and quarterstaves. Just like any other character, behind to preserve the integrity of a binding circle.
you can wear armor and shields if you are strong enough. At first level, you can only create a single imp to serve you.
However, this is not recommended as the weight of such You can control an additional imp every time you gain a
items interferes with spellcasting and can cause spell failure. level. The first imp is free, but creating another takes 3 days
Spellcasting of rituals and consumes 100 gold pieces worth of magical
materials. If an imp dies, you take 1d4 damage.
You are able to learn new spells from scrolls and spellbooks.
Each morning, you must prepare spells in your mind for You can communicate telepathically with your imps across
casting later in the day. The spell progression table shows any distance. You can also possess the imp through this link
the number of spells that you can memorize each day. You and gain complete control of its body. Doing this requires
can add your intelligence modifier to this daily casting limit. your absolute concentration. While possessed, the imp can
Once cast, a spell is removed from your memory. use magical items as if it had your characteristics.
22
Character Creation Class
Cultist
Cultists are magicians that receive their powers from a young Climb Force Locks Notice Sneak Traps
deity that demands sacrifices and followers. They are always 17+ 17+ 17+ 17+ 17+ 17+
on the lookout for new converts to their religion, speaking
eagerly to anyone who is ignorant of their faith. They may Spell Progression : Spontaneous
even softly pressure other party members to convert.
Level 1 2 3 4 5 6 7
Expertise 1 4 - - - - - -
Cultists are able to perform sacrifices to capture the life 2 5 - - - - - -
force of their victims. The sacrifice must be a humanoid. The 3 5 4 - - - - -
subject must be bound in a ritualistic manner on an altar or
4 6 5 - - - - -
in an open area of at least 10 square feet. They must also be
healthy (no toxins, no diseases, etc.) and possess over 50% of 5 6 5 4 - - - -
their maximum hit points. 6 7 6 5 - - - -
7 7 6 5 4 - - -
The sacrifice kills the subject and transfers their
life energy into the escaping blood, which can be 8 8 7 6 5 - - -
stored for future use. For every hit die possessed by 9 8 7 6 5 4 - -
the subject, a pint of infused blood (16 ounces) can 10 9 8 7 6 5 - -
be captured. Consuming a pint will recover 1d6 hit 11 9 8 7 6 5 4 -
points or heal 1 points of attribute damage. It remains 12 10 9 8 7 6 5 -
potent for up to a week.
13 10 9 8 7 6 5 4
If the drinker and the subject share the same race,
double the curative effect. However, if you sacrifice
1st level spell selection
a victim with strong faith, their deity may interfere
to corrupt the blood that is drawn (10% chance). Choose three spells from the following list: Charm,
Instead of healing, it deals 1 point of random Cripple, Deep Breath, Detect Magic, Distraction, Emblazon,
attribute damage. False Cure, Peek, Rumors, & Seal
Identify Companions
When they observe a group of people in conversation, the You can attract disciples. These are not normal religious
cultist can identify the character with the weakest willpower. followers. A disciple is a true believer with an unabiding
This is a wisdom test against a DC 15 minus your level. The conviction and faith in your deity. They are the future; the
person identified is often an ideal target to convert to your foundation of what your religion will become in time.
religion. It can also be useful in determining who to cast At first level, you have only attracted a single disciple to your
mind-affecting spells upon, as the one with the weakest will- faith. They only have 1d4 hit points and no combat skills.
power will often have the worst saving throw. You attract an additional disciple every time you gain a level.
Proficiencies
The first one has already seen the light, but all subsequent
disciples must found and convinced of the truth.
Cultists are proficient with the following weapons; daggers,
maces, and swords. Just like any other character, you can Disciples can convert characters to your religion on your
wear armor and shields if you are strong enough. However, behalf. To find new converts, you can send tell them to
this is not recommended as the weight of such items inter- choose their own target (DC 10) or you can choose a specific
feres with spellcasting and can cause spell failure. person (DC 15). After about a month, make a charisma test
(your charisma) against the chosen DC to learn the results.
Spellcasting
The Judge may adjust the DC to reflect the circumstances. For
Cultists are granted spells by their deity and cannot learn
example, you might give the disciple resources to improve
new spells through study. The numbers on the spell progres-
their chances of success. You can also tell them to be more
sion table are the number of spells that you can spontane-
aggressive in their methods. Just remember that if they are
ously cast each day. You can add your wisdom modifier to
sufficiently agitating to the local power structure, they might
this daily casting limit. However, you can only learn new
be killed. Note that the Judge can also raise the DC to reflect
spells when you gain a level. Each time, roll 1d4 and pick
a target that is more resistant to your message; such as an
that many spells to acquire (any spell level you can cast).
educated person or a stubborn old man.
23
Character Creation Class
Knave
Knaves are the spies, thieves, and assassins of the nobility. Climb Force Locks Notice Sneak Traps
They are tools used in the very real politics of the street. 17+ 16+ 15+ 17+ 15+ 16+
On occasion, a tool is discarded and that is typically how a
knave ends up as an adventurer. They become too dangerous Character Points
politically and get sacrificed like a pawn on the chess board.
All the mundane characters begin play with three character
A dangerous existence far from the splendor of courtly life
points. They will gain another three character points every
is infinitely preferable to death in the grand political game.
time they gain a level. These points can be spent in four
Expertise different ways;
Knaves are practiced assassins and can backstab their ➢ Spend 1 point to gain another permanent hit point
opponents for massive damage and quick death. Against
➢ Spend 1 point to reduce a dungeon or saving throw by 1
an unaware target, you enjoy a to-hit bonus equal to your
(down to a minimum of 1+)
level and deal double damage. Once you reach 7th level, the
target must also make a death throw or perish immediately. ➢ Spend 2 points to gain proficiency in a new weapon
A knave concealed from view due to a successful sneak ➢ Spend all 3 points to gain a permanent +1 to-hit bonus.
throw maintains their concealment if the target dies from
This stacks with all other to-hit bonuses.
the backstab and no foes are directly observing them. The
deadly strike is silent and undetected. In this way, you can customize the growth of your character
over time. Design the character you want to play.
Identify
As they are often plying their trade in dark streets with Companions
people intent on concealing their identity, knaves teach You can recruit and train spies. These are clandestine agents
themselves to rely as much upon their ears as their eyes. You that can acquire information that people are trying to keep
can attempt to recognize the voice of any person you have hidden from the public eye. If used properly, spies can allow
heard in conversation before. This is a wisdom test against a you to become a powerful information broker.
DC 15 minus your level. At first level, you have retained a single spy. They only have
Proficiencies 1d4 hit points and no combat skills. You attract an additional
spy every time you gain a level. The first one has already
Knaves are proficient with the following weapons; bows,
received training to have a sneak throw equal to your own.
daggers, clubs, spears, and swords. You can use armor and
All subsequent spies must recruited and trained individually.
shields if your strength is high enough.
This is a process that takes six weeks. At the end of training,
Other Abilities they will have a sneak throw equal to yours. Whenever you
Knaves are familiar with members of the criminal class and reduce your own sneak throw, all of your spies’ sneak throws
their unique sub-culture. In any settlement with at least five will improve by the same amount.
hundred residents, they have a 2 in 6 chance of finding A spy is paid a base salary of 10 gold pieces + another 10 gold
a fence or blackmarket trader with which to transact for each point of sneak throw improvement below 15+. For
business. This can be very useful if you need to buy or sell example, a spy with a 13+ sneak throw would be paid 30 gold
stolen, illicit, or otherwise unconventional goods. When you pieces. This is paid per month, in advance.
need to liquidate the silver breastplate you stole from the
local temple, a normal merchant just won’t do the job. Spies can infiltrate settlements and/or organizations. When
infiltrating, you can send them to just learn anything they
Knaves are also familiar with can (standard sneak throw) or choose a specific piece
members of high society and their of information that you want to learn (sneak throw at -5
unique sub-culture. They know penalty). For example, you could send your spy to infiltrate
which fork to use and what the mage’s guild organization to learn where the secret high
to say at appropriate times. council meetings are held (specific information).
In any interaction with
a noble or wealthy The spy will feed information back until you tell them to
individual, they have a 4 withdraw. Letters will be placed in dead drop locations for
in 6 chance of being able to pick up. The Judge will make sneak throws to make progress.
fake wealth or nobility. If a throw fails, they are discovered and take 1d4 damage. If
they survive, they will return to you for new orders.
24
Character Creation Class
Knight
Knights are members of the nobility that lack formal Climb Force Locks Notice Sneak Traps
titles, often raised to noble status through military service. 15+ 15+ 16+ 16+ 17+ 17+
The younger children of these noble families often do not
receive an inheritance. This is a strong impetus to leave the Character Points
household in an attempt to make a name for yourself in the
All the mundane characters begin play with three character
world. The long-term goal of every knight is to gain a title.
points. They will gain another three character points every
Expertise time they gain a level. These points can be spent in four
A knight has honor; a reputation that your word has value. In different ways;
a world without effective law enforcement, honor is necessary ➢ Spend 1 point to gain another permanent hit point
to be treated as an equal. In order to maintain their honor,
➢ Spend 1 point to reduce a dungeon or saving throw by 1
the knight must preserve a reputation for combat prowess,
(down to a minimum of 1+)
keeping their word, and proper behaviour towards other
nobles. Your word must carry weight. If you say that you are ➢ Spend 2 points to gain proficiency in a new weapon
going to do something, it must be done. If anyone says or ➢ Spend all 3 points to gain a permanent +1 to-hit bonus.
does something that would cast doubt upon your honor, you
This stacks with all other to-hit bonuses.
must be willing to defend it with cold steel. This should not
be confused with good in the modern sense of the word. You In this way, you can customize the growth of your character
can be very evil in the modern sense and still have honor. over time. Design the character you want to play.
A knight with honor is a member of noble society. They can Companions
get an audience with another noble and attend exclusive You can recruit and train huskarls. Roll a set of attributes for
social functions. You also enjoy a +2 bonus on reaction rolls each one. They have a +1 to-hit bonus and 1d8 hit points.
and gain a +2 bonus to favor when dealing with someone Each has two weapon proficiencies and they can wear as
who is aware of your cultural status. much armor as their strength allows. They have 9 morale.
However, your honor must be protected. Any insult must Huskarls are soldiers that swear absolute loyalty to your
be met with a defense of honor. This can be done openly person. Unlike other types of companions, they cannot be
through a challenge to a duel, during which you gain a +2 sent out on their own to perform tasks for you, unless that
bonus to all combat rolls to represent your righteous anger. task is indispensable to the maintenance of your honor.
It could also be performed clandestinely through courtly
intrigue, where you benefit from a +2 bonus to all charisma At first level, you have attracted a single huskarl. You can
tests in pursuit of retribution. retain an additional huskarl every time you gain a level. When
recruiting a new huskarl, you must spend six weeks training
Identify them to have a +1 to-hit bonus and 1d8 hit points. When
As members of the noble order, knights have extensive you gain a level, any huskarl that has been in your service for
knowledge of heraldry. You can try to discern the nature of the majority of the previous level will gain another +1 to-hit
a damaged or unknown heraldic symbol that you encounter. bonus and 1 additional hit point.
This is an intelligence test against a DC 15 minus your level. A huskarl is paid a base salary of 3 gold
Proficiencies pieces per week + another gold piece
for each hit point. For example, a
Knights are proficient with all melee weapons and they can
huskarl with 6 hit points would be
use all kinds of armor and shields, even if their strength is
paid 9 gold pieces per week. As
not high enough to justify it.
they gain hit points through
Other Abilities experience, you must raise
A knight comes from a privileged heritage, even taking their their salary. You are also
lack of title into account. You begin play with an extra 200 responsible for equipping
gold pieces to reflect this advantage. and healing your
huskarls. These costs
The knight is also fearsome fighter. You are calm and cannot be deducted
confident in melee, never yelling or showing fear. You inflict from their salary.
a -2 penalty to an opponent’s morale. This reflects the awe-
inspiring terror of a silent killer encased in steel.
25
Character Creation Class
Priest
Priests are the empowered members of a large established Climb Force Locks Notice Sneak Traps
religion that already has many temples and followers. You 17+ 17+ 17+ 17+ 17+ 17+
do not seek converts as much as you desire real power in this
world. You aspire to establish a new benefice over which you Spell Progression : Memorization
will have near absolute control of religious life.
Level 1 2 3 4 5 6 7
Expertise 1 2 - - - - - -
A priest can offer salvation to the dying. This calls upon 2 3 - - - - - -
their deity to intercede in the affairs of mortals and rescue 3 3 2 - - - - -
an unfortunate soul from permanent death. It can only be
4 3 3 - - - - -
performed on someone who has just failed a death saving
throw, typically triggered by falling to zero hit points as 5 4 3 2 - - - -
a result of combat injuries. Anyone below -10 hit points 6 4 3 3 - - - -
cannot be saved. The ritual takes a full turn (10 minutes) to 7 4 4 3 2 - - -
perform and it must be initiated within 3 turns of failing the 8 5 4 3 3 - - -
death save. This is an intelligence test against a DC 15 minus 9 5 4 4 3 2 - -
your level. If successful, the dying soul cannot transit to the
10 5 5 4 3 3 - -
netherworld and they are restored to 1 hit point.
11 6 5 4 4 3 2 -
However, salvation carries a cost. Those saved must give up a 12 6 5 5 4 3 3 -
piece of their life energy to the priest’s deity. The priest must
13 6 6 5 4 4 3 2
reduce the attributes of the fallen by 3 points. They can decide
to take all three points from a single attribute or distribute
them among different attributes. However, the fallen cannot 1st level spell selection
make this choice because they are unconscious at the time it Automatic: Emblazon & Read Magic
is made. Choose three spells from the following list: Curative
Identify
Touch, Deathwatch, Detect Magic, Eternal Slumber, Icy Touch,
Overwhelm, Prismatic Armor, & Reflected Vision
Their religious studies have also given priests extensive
knowledge of the divine. They can attempt to identify any Companions
divine being, symbol, or artifact. This is an intelligence test You can recruit curates to your service. This is a person who
against a DC 15 minus your level. serves a supporting role within your congregation. They have 1d4 h
Proficiencies
are drawn to the faith by their minor magical talent. They
can heal 1 hit point of damage per day by laying on hands.
Priests are proficient with the following weapons; clubs, flails,
maces, quarterstaves, and warhammers. Just like any other At first level, you have only attracted a single curate. You
character, you can wear armor and shields if you are strong attract an additional curate every time you gain a level.
enough. However, this is not recommended as the weight of The first one has already been recruited, but all subsequent
such items interferes with spellcasting and can cause spell curates must found and convinced to serve.
failure. The primary use of curates is to administer your church. They
Spellcasting can build and maintain a shrine in a settlement to spread
your religion. This requires at least 100 gp in construction
You are able to learn new spells from scrolls
material. The conversion process is slow. Every month, a
and spellbooks. Each morning, you
shrine will create 1d4 new believers per 1,000 citizens in the
must prepare spells in your mind
settlement. Each believer will tithe a single silver coin per
for casting later in the day. The
month to the curate. The curate can also construct larger
spell progression table shows
buildings to increase the size of their conversion die. How
the number of spells that you
much you need to invest to raise your die is left to the Judge.
can memorize each day. You
can add your intelligence If two different religions clash over believers in a city, your
modifier to this daily casting curates may be threatened or killed. You may want to finance
limit. Once cast, a spell is guards or even get personally involved if politics grow toxic.
removed from your memory.
26
Character Creation Class
Ranger
Rangers are protectors of the woodland. They roam far from Climb Force Locks Notice Sneak Traps
the centers of civilization, into regions that lack the law and 15+ 17+ 17+ 15+ 16+ 16+
order provided by knights and priests. Rangers fight to keep
the woods clear of bandits and monsters. The long-term goal Character Points
of the ranger is to create a quiet reserve where evil creatures
All the mundane characters begin play with three character
are absent and people live in harmony with nature.
points. They will gain another three character points every
Expertise time they gain a level. These points can be spent in four
A ranger is an expert woodsman and can track almost different ways;
anything through the wilderness. You can make a dexterity ➢ Spend 1 point to gain another permanent hit point
test against a DC 15 minus your level to find and follow
➢ Spend 1 point to reduce a dungeon or saving throw by 1
tracks. The Judge may adjust the DC up or down to reflect
(down to a minimum of 1+)
the nature of the tracking path, such as recent snowfall or
passing through a rocky area. As soon as they locate the ➢ Spend 2 points to gain proficiency in a new weapon
quarry, the ranger can make a sneak throw to approach ➢ Spend all 3 points to gain a permanent +1 to-hit bonus.
undetected.
This stacks with all other to-hit bonuses.
Identify In this way, you can customize the growth of your character
As a result of their life in the wilderness, over time. Design the character you want to play.
rangers have extensive knowledge of
nature. You can attempt to identify Companions
any rare plant or animal. This is an You can recruit and train scouts. Roll a set of attributes for
intelligence test against a DC 15 minus each one. They have 1d6 hit points. They also come with
your level. A successful result will a bow proficiency and can wear armor if their strength
also reveal any potential hazards, such supports it. A scout will fight in combat. However, they will
as that a plant is poisonous or that an hold back and try to avoid melee. They have 6 morale. They
animal carries disease. also have a sneak throw of 17+. You are also responsible for
equipping and healing your scouts.
Proficiencies
Scouts are frontier folk that have committed to your goals.
Rangers are proficient with the
They will serve as your eyes and ears in the wilderness. Scouts
following weapons; axes, bows, clubs,
are essential to controlling and clearing large territories
daggers, quarterstaves, and spears.
of monsters and adversaries. At first level, you have only
You can also use armor and shields
recruited a single scout to your service. You can retain an
if your strength is high enough.
additional scout every time you gain a level. The first one
Other Abilities has already been trained, but all subsequent scouts must
Rangers have become hardened by a rough life. Your hit recruited and trained individually.
die is one step larger than the standard for your race. For All of your scouts must be paid a base salary of 5 gold pieces
example, this would raise a d4 to a d6. It will even raise a hit per week. When you gain a level, any scout that has been in
die from d10 up to d12, despite the fact that no race naturally your service for the majority of the previous level will reduce
has a d12 hit die. their sneak throw by 2 points (down to a minimum of 1+),
Rangers are familiar with the habits of the world’s creatures, gain 1 hit point, a +1 to-hit bonus with their bow, and raise
both the normal and monstrous varieties. You have a 4 in 6 their salary by 5 gold pieces.
chance to identify the type of animal that left a particular You can send a scout into a region to survey it and report back.
track. If a lair is discovered, you can roll again to determine When they return, they will bring a crude map of the areas
what has been living there. This ability can also determine that they explored, showing the location of important sites,
what kind of creature left behind a particular piece of and they can provide a general idea of the area’s inhabitants.
evidence, such as gnawed bones, spoor, urine, scratches, etc. If the scout encounters a serious challenge while carrying
Finally, if you detect a noise being made by a creature while out their survey, the Judge will make the appropriate die rolls
using the notice throw, you can roll this ability to determine and use the results to inform the final outcome. In dire cases,
what kind of creature is making the noise. you may never hear from them again.
27
Character Creation Class
Savage
Savages either belong to or have lived among barbarian Climb Force Locks Notice Sneak Traps
races. They are even more uncouth and animalistic than their 16+ 15+ 17+ 15+ 16+ 17+
primitive fellows. Savages embrace their natural energy and
power to live short and brutal lives of hedonistic abandon. Character Points
Most have no desire to live in cities or towns, preferring the
All the mundane characters begin play with three character
natural world and the ringing sounds of battle in their ears.
points. They will gain another three character points every
If a savage has a long-term goal, it is likely to be carving out time they gain a level. These points can be spent in four
their own chiefdom. They are more comfortable exerting different ways;
their will through force instead of law. For obvious reasons, ➢ Spend 1 point to gain another permanent hit point
such governments rarely last long.
➢ Spend 1 point to reduce a dungeon or saving throw by 1
Expertise (down to a minimum of 1+)
A savage is a wild and unpredictable warrior. This vigor
➢ Spend 2 points to gain proficiency in a new weapon
makes them exceptionally powerful early in a fight. They
charge into battle like a whirlwind. During the first two ➢ Spend all 3 points to gain a permanent +1 to-hit bonus.
rounds of combat, you can add your level as a bonus to-hit This stacks with all other to-hit bonuses.
and damage. This only works during that initial clash of
In this way, you can customize the growth of your character
arms, dropping away in the third round as your opponent
over time. Design the character you want to play.
gets a feel for your strength.
Companions
Identify
You can capture thralls. These are enemy combatants from
The chaotic and unrestrained combat style of the savage
which you demand servitude as a condition of surrender.
generally cannot stand up against an organized enemy
The terms of their surrender can include a wide array of
formation. To account for this drawback, they have learned
obligations, but are subject to final approval by the Judge. In
to identify weakness in their enemies. This is a wisdom test
general, service for more than a year is considered excessive.
against a DC 15 minus your level. A successful result will tell
the savage which combatant is the weakest; a combination of At first level, you have not captured any thralls but have the
both armor class and hit points. potential to manage one if you can effect a capture. It takes
great talent to keep an eye on them and make sure they are
Proficiencies living up to their part of the bargain. You can control an
Savages are proficient with the following weapons; axes, additional thrall every time you gain a level.
clubs, daggers, flails, maces, and spears. You can also use
Any hostile non-player character can
armor and shields if your strength is high enough.
be turned into a thrall. This essentially
Other Abilities an unpaid retainer. They may or
Savages are able to deliver brutal force where it is needed may not have combat training,
most. You can make a 2nd force throw after you or someone magic ability, or other skills.
else has failed one. When others might give up and just The thrall may or may
consider something too tough to break through, you can try not be able to keep their
to make another attempt. equipment as a part of
their surrender. They
By spending your entire life in the barbarian world, you have retain all their current
a highly developed sense of smell. You are able to detect attributes, hit points, and
slight variations in scent, giving a 4 in 6 chance of being able experience level (if applicable).
to identify unknown smells. The Judge is free to rule that You are responsible for providing
some smells are too unique to already be known, such as the everything they need while they are
smell of a rare monster. However, after being exposed to the in your service.
smell you can try to detect it when encountered in the future.
Note that some cultures will refuse to recognize your contract
As a fringe member of society, the savage has less material with the thrall as legitimate. You are not guaranteed the right
wealth at the start of the game in comparison to their to move through such regions without someone attempting
comrades. They begin play with 25 fewer gold pieces. to “liberate” your captive. Be prepared to defend your rights.
28
Character Creation Class
Shaman
Shamans are religious figures with a deep connection to the Climb Force Locks Notice Sneak Traps
spirit world. They draw magical energy from the spirits and 17+ 17+ 17+ 17+ 17+ 17+
they can even seek their guidance when other measures fail.
A shaman typically has a very close relationship with a tribal Spell Progression : Spontaneous
group for which they provide both religious and consultative
services. However, on occasion they leave this group behind Level 1 2 3 4 5 6 7
29
Character Creation Class
Sorcerer
Sorcerers are domineering magicians that have taken to the Climb Force Locks Notice Sneak Traps
study of magic as an academic pursuit. They tend to dress in 17+ 17+ 17+ 17+ 17+ 17+
ostentatious style and speak in bold language. Sorcerers take
magic very seriously and study everything about it that they Spell Progression : Memorization
can find. They are almost always adventuring in a quest for
more power, more magic, and more wealth. Level 1 2 3 4 5 6 7
1 2 - - - - - -
Expertise
2 3 - - - - - -
Their academic studies allow sorcerers to keep a little bit 3 3 2 - - - - -
of each spell in their minds. This lets you counterspell the
4 3 3 - - - - -
magic of other casters. If an opponent is casting a spell, you
can use your combat action to counter it. You must first be 5 4 3 2 - - - -
able to identify the spell being cast, as described below. 6 4 3 3 - - - -
Since you need to overpower that caster, you also needs a 7 4 4 3 2 - - -
higher initiative and have an equal or higher experience level 8 5 4 3 3 - - -
than the opposing caster. If you meet these conditions, you 9 5 4 4 3 2 - -
counter the spell.
10 5 5 4 3 3 - -
There is no roll required. Their spell simply fizzles to no 11 6 5 4 4 3 2 -
effect. Countering a spell does not remove a memorized spell 12 6 5 5 4 3 3 -
from your mind, nor do you even need to have the spell that
13 6 6 5 4 4 3 2
you are countering in your spellbook.
Identify 1st level spell selection
A sorcerer’s familiarity with the academic nature of magic Automatic: Detect Magic & Read Magic
allows them to identify any spell as it is being cast. This is an Choose three spells from the following list: Cleanse,
intelligence test against a DC 15 minus your level. It is rolled Distraction, Halt, Icy Touch, Nap, Passage, Prismatic Armor, & Sho
during casting declarations, however it does not count as
your action for the round. You can only make one roll per
round, so you will need to pick a spell to focus on if there are Companions
multiple opposing casters. You can teach magic to neophytes. These are people with
Proficiencies
minor magical talents that wish to become a spellcaster. Roll
a set of attributes for each one. They have 1d4 hit points, 3
Sorcerers are proficient with the following weapons; clubs, morale, and they are only proficient with a quarterstaff. They
daggers, quarterstaves, and swords. Just like any other char- will refuse to wear armor and risk spell failure. If you choose
acter, you can wear armor and shields if you are strong to bring a neophyte into combat, they will only cast spells
enough. However, this is not recommended as the weight of and defend themselves. They can memorize and cast up to
such items interferes with spellcasting and can cause spell one spell per day plus their intelligence modifier. Once they
failure. are exhausted, they will withdraw to the rear.
Spellcasting At first level, you have only attracted a single neophyte. You
You are able to learn new spells attract an additional neophyte every time you gain a level.
from scrolls and spellbooks. Each The first one has already been trained, but all subsequent
morning, you must prepare spells neophytes must found and trained to cast magic.
in your mind for casting later in
When recruiting a neophyte, you must spend six weeks
the day. The spell progression
training them to cast their first spell (choose a 1st level spell
table shows the number of
from your spellbook). When you gain a level, any neophyte
spells that you can memorize
that has been in your service for the majority of the previous
each day. You can add your
level can be trained in an additional 1st level spell. Once they
intelligence modifier to this
have learned five 1st level spells, the neophyte will leave your
daily casting limit. Once
service to study on their own. If you attempt to deny them
cast, a spell is removed
this freedom, all your neophytes will band together and leave.
from your memory.
30
Money & Equipment
31
Money & Equipment Encumbrance
Encumbrance
Your character can only carry so much equipment before they
become burdened down by the weight. This is represented
as an encumbrance status. There are four status levels, each
representing an increasing burden. As your weight load rises,
your speed is reduced as described in the chart at the bottom
of this page. If you try to carry more than your extreme
weight, you will collapse. Running Away
There are three different speeds listed in the chart: There is a tendency on the part of players to believe
➢ Exploration speed is the movement rate to use when that every battle can be won. There is a strong aversion
you cautiously walk through a dangerous area, such as to retreat. However, this is not a video game where
your opponents are being generated with an algorithm
a dungeon. This assumes that you are being very careful
based on your current capabilities. There will be some
and looking out for any potential dangers, such as traps. opponents in the game world that are simply beyond
➢ Combat speed is the movement rate to use when you your capability.
are engaged in combat or acting under pressure. This You may need to retreat from battle so that you can
assumes you are being somewhat cautious about where return with better odds. You may need to prepare, get
you are stepping and making efforts to dodge attacks. help from others, and return later. Many people feel
like retreat reflects a failure on their part and will not
➢ Sprint speed is the movement rate to use when you are
consider the option until it is too late. Try not to laugh
pushing yourself to the maximum. You are running as when you are looting their corpse.
fast as possible and giving minimal attention to where
your feet are hitting the ground.
Dropping Equipment
A favorite strategy of many players is to place the vast
majority of their carried items in a backpack. When they
think that combat is about to begin, they drop the backpack
to the ground. This does not require a combat action and it
Strength Requirements
often dramatically increases their speed.
Your character can also wear Type of Strength
If you win the combat, you can just pick up your backpack a variety of armors, carry a Armor Requirement
and keep moving. If you are losing the combat, you can flee shield, and wear a helmet. Heavy 15
at a higher movement rate. Some players will even drop their However, these items have a
shield when fleeing battle if it will give them more speed. Medium 12
strength requirement. This is
After all, a shield and backpack can be replaced. Your life is Light 9
the minimum strength score
not so easily restored. you must have to wear that
Clothing 3
32
Money & Equipment Coins and Gems
33
Money & Equipment Equipment Charts
Weapons
Weapon Damage Range Weight Cost
Battleaxe 1d8 2x STR 4 lbs. 20 gp
Bow 1d4 100 feet 1 lb. 5 gp
Club 1d4 - 1 lb. -
Crossbow 1d6 250 feet 4 lbs. 120 gp
Dagger 1d6 2x STR 1 lb. 4 gp
Flail 1d8 - 4 lbs. 30 gp
Greataxe 1d10 - 5 lbs. 50 gp
Greatsword 1d10 - 4 lbs. 150 gp
Hand Axe 1d6 3x STR 2 lbs. 12 gp
Javelin 1d6 5x STR 1 lb. 2 gp
Longsword 1d8 - 3 lbs. 120 gp
Mace 1d6 - 2 lbs. 15 gp
Morningstar 1d8 - 3 lbs. 30 gp
Quarterstaff 1d4 - 1 lb. 2 gp
Polearm 1d10 - 5 lbs. 40 gp
Rapier 1d6 - 2 lbs. 180 gp
Sap 1d3 - 1 lb. 5 gp
Scimitar 1d6 - 3 lbs. 80 gp
Short Sword 1d6 - 2 lbs. 75 gp
Sling 1d4 100 feet 1 lb. 1 gp
Spear 1d8 3x STR 2 lbs. 3 gp Ammunition
Trident 1d6 3x STR 2 lbs. 5 gp Ammunition Weight Cost
Unarmed 1d2 - - - Arrows (20 in Quiver) 2 lb. 2 gp
Warhammer 1d8 - 4 lbs. 24 gp Bullets (20 in Pouch) 1 lb. 1 gp
Whip 1d4 15 feet 1 lb. 6 gp Quarrels (20 in Quiver) 3 lbs. 5 gp
Armor
Armor Armor Type Armor Class Sneak Throw Weight Cost
Banded / Lamellar Heavy +5 +3 55 lbs. 800 gp
Chainmail Medium +4 +3 40 lbs. 450 gp
Hauberk Medium +3 +2 30 lbs. 320 gp
Helmet Light - - 3 lbs. 8 gp
Leather / Hide Light +1 - 10 lbs. 30 gp
Padded / Linen Light +1 - 20 lbs. 15 gp
Plate, Field Heavy +6 +4 60 lbs. 1,200 gp
Plate, Full Heavy +7 +6 75 lbs. 1,500 gp
Shield, Buckler Light +1 - 8 lbs. 26 gp
Shield, Round or Kite Medium +2 +1 3 lbs. 10 gp
Scale / Ringmail Medium +3 +2 40 lbs. 250 gp
Studded Leather / Brigandine Light +2 +1 15 lbs. 100 gp
34
Money & Equipment Equipment Charts
35
Money & Equipment Weapons
Weapons Greataxe
Battle Axe This is a large axe designed specifically for
The battle axe is a simple and easy weapon to make. It is a combat. It deals comparable damage to the
common weapon among barbarian tribes without access to greatsword, but lacks the armor penetration
large quantities of high-grade iron or quality blacksmiths. It of that weapon. It also lacks the reach,
functions normally in combat, with no special modifiers. It making it much less effective against cavalry
can also be thrown a short distance. or large monsters. However, it costs a third
of the price. You get what you pay for. This
Bow is always used as a two-handed weapon.
A bow is used to hit targets at a distance with arrows. Most Greatsword
bows are used in mass combat contexts, not close quarters.
Shooting a long distance in a dungeon is The greatsword is a very large version of a longsword. It is
very hard. The range amount listed is a symbol of great power. Though the greatsword is not a
considered the reliable range of the ranged weapon, it can be used to attack a target up to 10 feet
weapon. Firing beyond that distance away. The weapon also has great thrusting power and thus
always carries some kind of negative ignores the armor class bonus of any light armor; such as
modifier determined by the Judge. This is studded leather, plain leather, hide, and padded armors. This
always used as a two-handed weapon. is always used as a two-handed weapon.
This is the most simple and basic weapon available, essentially This serves as a standard basic weapon as well as an all
a large stick. Clubs have a 5% chance of breakage every time purpose tool. It is common among people who live in the
they are used to attack someone in combat, but this does forest. It also has very good range and damage as a thrown
not affect the success or failure of that attack. Despite being weapon. Some warriors carry a hand-axe to throw as they
free, you must invest some time searching for a solid piece of approach the enemy. They will then draw a heavier weapon
wood in a forested area to find a good club. for use in melee.
Crossbow Javelin
The crossbow is a hand-cranked mechanical weapon used This is a short spear balanced for throwing. It does not deal
to hit targets at a distance. No one begins play proficient in as much damage as a long spear, but it can fly much further.
this weapon by default, but it is worth the investment of time Anyone proficient with spears can use a javelin as if they
and energy. The crossbow’s low angle of trajectory makes were trained.
it a much more useful that a bow in environments like a Longsword
dungeon. The range amount listed is considered the reliable
The longsword is a classic heroic weapon. Its high cost and
range of the weapon. Firing beyond that distance always
combat utility also make it a symbol of noble status. The
carries some kind of negative modifier determined by the
longsword also has great thrusting power and thus ignores
Judge. This is always used as a two-handed weapon.
the armor class bonus of any light armor; such as studded
Dagger leather, plain leather, hide, and padded armors.
The dagger serves as a standard basic weapon as well as Mace
an all-purpose tool and utensil. Daggers can be used in
This is merely a metal version of the club, but the weight
conjunction with a rapier to parry blows. They can also be
is much higher and it swings differently. The difference is
thrown, but cannot be used two-handed.
substantial. The extra weight and hard edges give it much
Flail better striking power. The mace is a classic weapon that has
The flail is an unusual weapon with a special quality. If you no special modifiers.
roll a natural 20 on an attack roll with a flail, in addition Morningstar
to max damage it will become entangled with the enemy
Essentially a mace with a spiked head, the morningstar is
weapon. This renders both weapons useless in combat
specifically designed to penetrate armor and deal more than
until untangled, a process that takes two combat rounds of
just impact damage. It is a more powerful version of the
focused attention to complete. You can, of course, simply
mace and anyone proficient in maces can use a morningstar
drop the flail and draw another weapon while your opponent
as if they were trained.
struggles to free theirs.
36
Money & Equipment Weapons
Quarterstaff Sling
The quarterstaff is a simple weapon that can be acquired at The sling is the weakest ranged weapon available. It uses the
no cost, like the club. They also have a 5% chance of break- centrifugal effect to throw a small stone called a bullet. It has
age every time they are used to attack someone in combat, the same range as a bow, but requires a clear 5 foot radius
but this does not affect the success or failure of that attack. A around your body to use. Anyone standing within 5 feet
quarterstaff also gives you a +1 bonus to armor class against when you use this will be hit by the swinging arc of the straps
a melee opponent, due to its excellent parrying abilities. It is (for no damage) and render your shot useless.
always used as a two-handed weapon.
Spear
Polearm The spear is a classic weapon that has a variety of uses in
This is a long spear with a sophisticated head resembling an combat. It has significant length and can be used to attack
axe. The weapon is very long and cannot be used to attack someone up to 10 feet away, though it is not a ranged
a target within 5 feet. However, it can be used to strike +2 bonus
weapon. to-hit
When used damage.
andagainst mounted
A spearopponents,
can also beitwielded
grants a
opponents up to 15 feet away. Furthermore, any target more like a quarterstaff, gaining an armor class bonus but losing its
than 5 feet away that attempts to move inside the range of the reach and bonus against mounted opponents.. It is always a
polearm must first endure an attack from you. This attack is two-handed weapon.
considered free and does not count as your normal action
for the round. Due to the unique nature of the design, you
Trident
must be proficient in both axes and spears to use a polearm
without penalty. The trident is a small light weight spear with a three-pronged
head. It lacks the throwing balance of a javelin, but it can still
Rapier be thrown. It’s great strength is as a disarming weapon. If
A rapier is a sword specifically designed for parrying blows you roll a natural 20 on a melee attack roll with a trident, in
in combat. If used in conjunction with a dagger in the off- addition to max damage their weapon will become entangled
hand, the rapier grants a +2 bonus to armor class against with the trident and twisted out of their hands. It is randomly
any melee opponents. However, it’s thin design results in a thrown up to 10 feet away. However, you will still keep your
20% chance of breakage when used to block a weapon that grip on the trident. Anyone proficient with the spear can use
deals 1d10 or higher damage. You can decide to not block a trident as if they were trained.
a strike if you are afraid of this possibility, but you lose the
Unarmed
armor class bonus.
These combat statistics are used when you are fighting with
Sap just your bare fists and feet.
The sap is a weapon designed to knock someone unconscious
Warhammer
without seriously injuring them. When used against an
unaware combatant from behind, they will take normal The warhammer is a strong weapon that
damage and then fall unconscious for a full turn. Anyone is roughly comparable to a battleaxe.
proficient with a club can use a sap as if they were trained. However, it is too imbalanced to be an
effective throwing weapon, hence the
Scimitar slightly lower cost and lack of a range
This is a cavalry weapon that is sometimes value. Anyone proficient with the mace
used on foot. It functions as a standard or the axe can use a warhammer as if
+3 bonus
weapon to hitcircumstances,
in other and damage when
but grants
used a they were trained.
from horseback.
Whip
The bullwhip is designed for livestock management but
Shortsword it can be used as a weapon in combat if required. No one
A shortsword is a basic weapon of proven begins play proficient in this weapon by default, but it can
reliability. It has great thrusting power and be worth the investment of time and energy. It makes a good
thus ignores the armor class bonus of any short range weapon that also requires no ammunition. Any
light armor; such as studded leather, plain time you strike with a whip and roll a 4 (maximum) on the
leather, hide, and padded armors. damage die, the target is wracked with severe pain and is
forced to make a morale check on the spot.
37
Money & Equipment Armor
This kind of armor is composed of hardened animal skins. It This kind of armor is composed of overlapping pieces of
provides decent baseline protection for a soldier. The main metal and was a precursor to chainmail armor. It lacks the
drawback is that cleaning and treating the animal skin takes protective value of chainmail but weighs the same amount.
time and the use of chemicals. It is cheaper and faster to make It is a decent intermediary armor but you should probably
padded armor instead. For this reason, peasant infantry is upgrade it eventually to either chainmail or heavier armor, if
often equipped in padded armor instead of leather or hide. only to lighten your burden.
This kind of armor is made up of thick cloth layers to provide This kind of armor is composed of hardened animal skins or
minimal protection. It is common among the peasantry and cloth that is covered with a network of small metal fittings.
light infantry. If submerged in water or exposed to heavy These fittings deflect blows some of the time. When they fail,
rain, the cloth layers will soak up a lot of water. Double the the strikes fall into the underlying leather. This armor strikes
armor’s weight under such conditions. a good balance between protection, weight, and cost.
38
Money & Equipment Gear
Gear Birthwort
There is a lot of miscellaneous adventuring gear in the game This is an herb that can be consumed to slow the onset of a
world that can be used to create a wide range of effects. This toxin and reduce it’s damage. The leaves must be chewed raw.
should just be considered a taste of what awaits you when A pouch of birthwort will double the incubation and interval
you venture into the wild. time for an exposed toxin. It will also halve all damage dealt,
so long as this would not be retroactive. For some toxins,
Acid
birthwort can also reduce the severity of symptoms.
This can be thrown in combat, dealing 1d4 damage to anyone
struck and 1 splash damage to anyone standing within 5 feet. Blanket, Winter
It can also be carefully poured onto a locked door or chest This is a thick blanket for winter insulation. It does not give
to burn away the structure and make it easier to force open. you a specific bonus of any kind, but may allow you to avoid
Each application of acid gives a +4 bonus to die results on cold damage in certain circumstances. A clever character can
subsequent force throws. also think of many alternative uses.
Air Bladder Blightshade
This is a soft waterproof bladder that can be used to This is a thick liquid that looks like molasses or syrup. It is the
store liquid when carried or a pocket of air for breathing sap from the rare blightshade tree. One vial contains 4 doses.
underwater. It is often made from an actual animal bladder. It is extremely bitter and anyone who tastes it will take 1 hit
point of damage from the revulsion alone. When applied to a
Backpack
weapon, it becomes a powerful damage magnifier.
This is a cloth backpack that can carry up to 40 lbs of weight.
Quality Blightshade
It can be dropped at any time to lighten your load.
Exposure Injury from coated weapon
Barrel
Incubation 1d8 rounds
This is a 20 gallon barrel. It is watertight and can be used to Damage 2d6 strength, 3d8 hit points
securely transport liquid cargo over long distances.
Interval 1 every round, alternate between damage types
Bedroll Symptoms painful spasms, muscle weakness, exhaustion
This is a bundle of thick linens that can allow you to sleep
comfortably, even on a stone floor. Anyone sleeping on a Block and Tackle
bedroll heals 1 additional hit point during the night. This is a system of pulleys that can be used to make it much
easier to lift a very heavy object like a stone statue.
Belladonna
This is a flower that can be transformed into poison. A pouch Caltrops
of belladonna is enough to make dose for a single person. These are small iron spikes shaped to land with a point facing
The leaves can be soaked in hot water to create a bluish-black up when dropped upon the ground. Each bag covers an area
tea. It must be ingested to have an effect. It has a pleasantly of about 10 square feet and deals 1d4 damage to anyone that
bitter taste similar to coffee. sprints through it.
If the victim survives the poison, this will cure lycanthropy. Candles
Unfortunately, the constitution damage is permanent so this These provide about 5 feet of illumination, just enough to
is a cure that few are willing to risk. read. This is a weak source of light, but can still be very
useful. Candles are typically made from tallow (animal fat).
Quality Belladonna Tea
Exposure Ingested Chain
Incubation 3d8 minutes This is a thick iron chain used to secure very heavy objects or
Damage 2d6 constitution provide an excellent climbing surface. It can support nearly
Interval 1 every turn 3,000 pounds before snapping.
Symptoms blue skin tone, disorientation, delusions Chest, Ironbound
This is a wooden chest with iron bands to reinforce the
Belt Pouch structure. It imposes a -5 penalty to any force throws to
This is a leather pouch worn at the waist, often used to carry break into it. You must purchase your own lock and install
loose coins. It holds up to 5 lbs. it separately.
39
Money & Equipment Gear
41
Money & Equipment Gear
Razorweed Sledge
This is a fragrant weed that grows in the southern plains. This is a heavy hammer used to smash a lock. A sledge
About two centuries ago, a clan of gnomes discovered that reduces your force throw by 5, but it makes a lot more noise
it could be smoked to provide a truly memorable evening. than a crowbar (roll twice for attracted monsters).
Spellcasters have been known to abuse the substance,
Snare Trap
addicted to the insights that it brings.
This is a twine trap used to catch animals. It can be set up
Quality Razorweed with a standard traps throw and will catch small game to eat.
Exposure Smoked in a pipe It must be checked every day to minimize the chances that a
Incubation 3d6 rounds wandering predator might eat the capture.
Symptoms relaxation, poor muscle control Snarlroot
Effects +3 Wisdom, +3 Intelligence, -6 Dexterity This is a dark purple root from the Kysia flower. It is called
Duration 8d6 turns the snarlroot because of the dramatic changes in combat
Addiction 1d12 prowess as a result of consuming the root. It can be chewed
raw, but the taste is horribly bitter. This can be made much
Withdrawal Headaches, Nausea, Sensitivity to Light/Sound
more palatable when mixed with other vegetables in a stew.
A single root can be used to create a stew that gives 4 people
Rope a large enough dose to have the listed effect.
This is a thin climbing rope. It can support about 400 pounds
before snapping. Quality Snarlroot Stew
Exposure Ingested
Sack, Large
Incubation 1d4 turns
This a large cloth sack made from burlap. It can hold up to
100 lbs. or one very agitated goblin. Symptoms feelings of anger and aggression
Effects +2 Strength, +2 Constitution, -2 Wisdom
Sack, Small
Duration 2d6 turns
This is a small cloth sack that can hold up to 25 lbs. It is often Addiction 1d8
hung from the belt for easy carrying.
Withdrawal feelings of jealousy and suspicion
Saddle & Saddlebags
This is a standard set of tack for a horse or mule. If you Soap
attempt to ride an animal bareback for more than a few This is a bar of soap. Personal hygiene is not a major social
miles, you may accidentally injure the animal. factor at this point in time, but soap can far more uses that
Scroll Case simply cleaning your body.
This is a small tube used to safely store up to 25 scrolls. It can Spellbook
be sealed with wax at one end to protect the scrolls from a A memorization-based spellcaster
short submersion. needs one of these to store their
Shovel written spells. Each one can
hold up to 100 spells.
This is a wooden shaft with a steel shovel head. Either
a pickaxe or a shovel is required to dig through debris or Spikes, Iron
rubble at the maximum pace. These can be hammered into a door frame with a sledge. This
Signet Ring will raise the force throw to break down the door by 2.
This ring bears a unique insignia that can Spyglass
be used to seal written correspondence This can be used to see up to a distance of 5 miles, provided
with wax in a way that confirms the there are no obstructions. It is an excellent tool when engaged
identity of the sender. This is a guarantee in scouting expeditions. A spyglass is also a very useful item
to the recipient of the letter that the to give to a companion or retainer that is scouting ahead or
contents are secure. standing on guard.
42
Money & Equipment Gear
43
The Rules of Play
44
The Rules of Play Encounters
Encounters
The encounter is the basic building block of play. The Judge Reaction Rolls : 3d6
will use encounters to craft their adventures and campaigns.
Die Result Reaction of the NPC
They are pulled from the imagination of the Judge or included
in source material the Judge is using to run the game. We use 3-4 Immediately Hostile
the word encounter to describe a game scene with options 5-8 Aggressive & Opportunistic
for player agency. 9 - 12 Cautious & Evasive
An encounter is a game scene. This is a framed interaction 13 - 16 Indifferent & Aloof
with specific characters. Encounters are typically constructed 17 - 18 Warm & Friendly
in a memorable way that is easy to recount later, similar to
a scene in a movie. Hey, do you remember the time when we
encountered those goblins on the road to the lost city? If you study the chart, you will quickly realize that a lot of
reaction rolls should result in relative neutrality. Just like
However, an encounter must also have opportunity for when you meet someone in the real world, you tend to greet
player agency. Agency is your ability to make meaningful them with neither anger or friendship. Most intelligent
choices for your character. To stick with our goblin example; beings don’t greet every new person with a drawn blade. You
the goblins do not appear right next to the party. They are don’t need to go around making enemies out of potential
spotted at a distance and this allows time to make decisions friends. Consider diplomacy as an alternative to violence.
about fighting, retreating, offering parley, or a host of other
actions by the player. Dungeons & Linked Encounters
From a certain perspective, some of the relevant choices The classic dungeon is a series of encounters connected by
have already been made. For example, the distance at which corridors and doors. Some dungeons are large enough to
they are spotted may depend on a notice throw. The odds of serve as an adventure, but many can simply be considered
success on such a throw are strongly tied to your choices at linked encounters. This is a collection of encounters that are
character creation and your marching order along the road. not truly independent from each other, but can be seen as
However, those are just a few choices in a stream of decisions independent from the wider world.
that are made in every encounter. Random Encounters
Reaction Rolls There will be many times during the game when you will
For some encounters, the Judge will simply decide how be travelling through areas where dangerous creatures
the non-player characters or monsters feel about you. This and hostile humanoids roam freely looking for trouble. A
should be fairly rare, but as an example; most wild animals dungeon is one such location, but so is a primeval forest or
are not going to be friendly to you. Thus the Judge can simply any number of wild areas. In those circumstances, the Judge
decide their reaction. may make occasional rolls to see if you happen to run into
one such wandering encounter.
However, in many of cases the Judge should not know in
advance how the encounter will play out. Especially in the These rolls are made using a d6 and a result of 1 means that
case of intelligent beings, they should not know what is going you have encountered something. The frequency of these
to happen in advance. They will leave that decision to the rolls is based on the openness of the area. An area with highly
dice and model their behavior on the results. The players are constricted movement like a dungeon might result in a roll
not the only people roleplaying, after all. every 3 to 6 turns while travel across an open plain might
only result in a roll every 6 to 12 turns.
To randomly determine their initial reaction towards you,
the Judge will roll 3d6 in secret and then roleplay the NPCs The Judge can also make a roll in this manner every turn if
appropriately. You will not know the die results. As in real you are engaging in extremely noisy activity, such as bashing
life, you won’t know their true intentions until they start to down a door. This is called an attracted encounter.
take action. Why care about encounters?
Your charisma modifier is added to the die results. A few Many people bring the baggage of video games and past RPG
special abilities (such as the gnome’s friendly nature) can experiences into their campaigns. They think of the game as
also have an impact. Make sure the Judge is aware of these having a plot that proceeds along an arc. However, we want
factors before they make their secret roll. When travelling as you to think about encounters as the building blocks of a plot
a group, only the party leader can have an impact on these that you build for yourself. The game is not a plot laid out in
rolls. Be sure to decide upon a leader in advance. advance, but the result of your conscious choices.
45
The Rules of Play Taking Control
46
The Rules of Play Advancement
Advancement Leveling Up
The long term ambitions of almost every character can only Every character has a level. It is a rough measure of how
be accomplished by improving your capabilities. If you run powerful they have become. Higher level characters have
into problems that are beyond your current potential, you more resources and abilities at their disposal than a lower
should consider pursuing other options until you advance. level character. When your character accumulates enough
experience points to reach the next level, they will increase
Experience in power in the following ways:
Experience points are used to measure the progression of
➢ Additional Hit Points: Each race has a hit die listed in
your character’s power and skill over time. The method and
reason for receiving experience points is left to the Judge. the racial description. When you reach a new level, roll
The most common reasons are listed below, however your a die of the indicated size. Your constitution modifier is
Judge can do whatever they want. This may include their applied to this roll. Add the final result to your hit point
own special system or a combination of all three. maximum. If you are currently injured, you are healed
for that many hit points (but not fully healed).
➢ Recovered Treasure: When you recover treasure from
➢ Reduce Saving Throws: All characters can reduce one
a wilderness location, the lair of a monster, ruins lost
to time, or similar locales, the Judge may award you an of their saving throws by 1 point every level. Remember
amount of experience points equal to the gold piece that mundane classes can spend character points to
value of the treasure recovered. This is an abstract accelerate this process.
measure of progress because you can get the treasure ➢ Raise Attributes: All characters can raise one attribute
by overcoming challenges through non-combat means. by one point every third level; 3rd, 6th, 9th, and 12th.
For example, you might steal it instead of fighting for it. If this moves you up into a higher bracket, change your
➢ Defeating Monsters: Whenever a monster is defeated modifier as well. You cannot raise an attribute above 18
in combat, the Judge may award experience points to in this manner.
all characters that survived. Divide up these experience ➢ Increase Applicable Modifiers: Each character also has
points equally. As more characters participate in the a number of modifiers that are dependent upon their
combat, each individual will receive less experience. level. For example, many class abilities provide a bonus
➢ Quests and Puzzle Solutions: When you complete a that is based on character level. Raise these modifiers.
quest or solve a particularly difficult puzzle, the Judge ➢ Class Abilities: Mundane characters gain 3 character
may award experience points to represent the challenge points to spend every level, as detailed in their class
of the task. They may make the players aware of what descriptions. Magical characters that cast spells
potential rewards exist or they may keep that secret spontaneously gain new spells every level.
until the quest or puzzle is completed.
Levels
Level XP Needed Attribute Bonus
1 1,000 -
2 3,000 -
3 6,000 +1 to an attribute of your choice
4 10,000 -
5 15,000 -
6 21,000 +1 to an attribute of your choice
7 28,000 -
8 36,000 -
9 45,000 +1 to an attribute of your choice
10 55,000 -
11 66,000 -
12 78,000 +1 to an attribute of your choice
13 91,000 -
47
The Rules of Play Health
Health
Your number one ambition will probably be to stay alive, so
let’s talk about health. Your character has two metrics that
track their physical health. The first are your hit points.
These represent your capacity for enduring injuries. They
are the most commonly way to be hurt in the game. Unless
stated otherwise, any time you are told that your character
takes damage, that is a reference to hit point damage. Notes on Timekeeping
The second are your core attributes. These represent your The rules refer to game time using two units. Whenever
capacity for enduring system shock. This kind of damage time is not referenced using these two units, it is
comes from poisons, toxins, magic, and similar attacks that malleable and subject to interpretation by the Judge.
strike at you from within. Attribute damage is extremely
A turn is a period of 10 minutes. This is the standard
hard to recover. unit of time for non-combat tasks like movement or
Hit Point Injuries how long it takes to thoroughly search a room. It is
also used to define the duration of many spells.
You have a maximum hit point value. You can lose hit points
through damage and heal them back. However, you cannot A round is a period of 6 seconds. This is the standard
exceed your hit point maximum except through the use of unit of combat timekeeping. An attack with a weapon
takes 1 round. Casting a spell takes 1 round. Many
magic. Your hit point total can be represented as a fraction, if
combat-oriented spells have their effects and durations
that makes it easier for you (e.g. 8/10, 5/6, etc). defined in rounds.
Most of the time you are struck for damage by a weapon or a
spell, one or more dice are rolled. Your current hit point value
will then drop by that amount. If you fall all the way down to
zero hit points, you must make a death throw. Failure results
in permanent death (unless saved from death by a priest).
Success on the death throw means that the character is
unconscious until they return to positive hit points. They At the end of a day of complete rest, you can roll your rest die
will take 1 more point of damage every day until they drop (based on constitution). You recover that many hit points. If
below -10 hit points, at which point they will perish. Below you are unconscious, you will regain consciousness once this
-10 hit points, the only way back into the world is through a process returns you to positive hit points.
resurrection spell.
Attribute Damage
Recovering Hit Points Although it is rare, attribute damage can occur. Treat your
By far, the easiest way to recover hit points is through magical healthy attribute value as a maximum and deduct damage
means. If you are at negative hit points, it is the only way to from that amount. You are treated as if your attribute value
get back on your feet quickly. However, there will be times is equal to your current state of injury. Reduce the attribute
when magical healing is unavailable or too expensive. The modifier to match your new attribute value.
only other recourse is through rest.
For example, a poison might deal 1d6 damage to your
You can recover 1 hit point per day of light duty. This is a strength attribute. Perhaps that results in 3 point of damage,
day that involves no combat or exploration. You may travel moving you down from 14 to 11. This not totally crippling,
by riding in a wagon or similar conveyance, but not by riding but it does represent serious harm. You have lost your +1
your own horse. You can also cook a few light meals, organ- to-hit and damage modifier to every melee or thrown attack.
ize treasure, and so forth. However, you are not pushing the
Attribute damage takes a lot of time to heal naturally. If you
envelope. You are taking it easy.
continue to go on adventures, attributes heal at a rate of 1
If you want to heal faster, you can recover more hit points point per season (e.g. winter, spring, summer, fall). However,
spending a day at complete rest. This is a day of complete if you take a full month of light duty then you will recover
relaxation; no work allowed. Someone must provide your 1 point. If you are at complete rest, you will recover 1 point
meals and attend to your basic needs. A day spent in bed at a every 3 weeks. Since this process is so slow, you will often
nice inn would qualify as complete rest. Obviously, this is the be driven to seek magical healing instead of resting. Just be
only type of rest available to unconscious characters. prepared to pay the price for spellcasting.
48
The Rules of Play Hazards
49
The Rules of Play Hazards
Toxins Drugs
A toxin is a substance that inflicts attribute A drug is similar in many ways to a toxin, but it has a mix of
damage on the victim. This must be treated positive and negative effects. Therefore, you may want to take
with magic or through extensive rest. It the drug. They can affect the mind, the body, or both. They
could be a poison or a disease, but the can also create physical and or psychological dependency.
rules are the same for both. However, a Using drugs is risky, but it can have some beneficial effects.
disease does often play out over a longer
Alcohol is an example of a drug. It has obvious and easily
period of time than a poison.
understood side effects. Some people become addicted to it’s
A toxin is introduced through the body via an exposure good qualities. It fulfills a role in the culture of many societies.
method. If you want to avoid the toxin, you may be able to Despite it’s hazardous downsides, alcohol is a major fact of
protect yourself by preventing exposure. For example, you life for many people. However, alcohol’s effects are truly mild
cannot inhale a respiratory toxin if you are holding your in comparison to some of the more potent drugs that exist
breath or swimming underwater. So if you can breathe in the world.
underwater or hold your breath, jumping into a pool of water
A drug has the exposure, incubation, and symptom char-
might be a good way to avoid a toxic cloud.
acteristics of a toxin, but does not deal damage to you over
When you are exposed, the Judge will call for a toxin throw interval periods. Instead, it has a simple duration after which
to avoid the harmful effects. They may make this roll in the effects expire. All of the drug’s effects turn on at a certain
secret, if appropriate. If you fail the toxin save, it will spread point (after incubation) and they will turn off when the dura-
through your body and become active after a period of time tion expires. A drug can raise or lower any number of your
called incubation. This delay may give you some time to characteristics; from attributes to saving throws and so on.
react to the danger, assuming you are even aware that you Exactly what a drug does to your body can vary widely.
were exposed.
Drugs also have the potential to be addictive. The likelihood
Once active, each toxin has symptoms that will begin to that the user will become addicted to the drug is represented
express themselves when the incubation period is over. This by an addiction factor. This is a die that is rolled per dose of
may be one of the first indications that you are even infected, the drug consumed with the user becoming addicted if they
so pay attention if the Judge starts talking about strange or roll a 1. For example, an addiction factor of 1d4 means that
painful feelings that you are experiencing. they have a 1 in 4 chance of becoming addicted per use. A
drug with a 1d12 addiction factor is much less likely to form
The toxin will also inflict damage to one or more attributes.
an addiction, but continued use will likely eventually cause
The amount of damage is based on the toxin. The damage will
your character to develop an addiction.
occur 1 point at a time at an integral frequency. The example
toxin below deals constitution damage in 1 turn intervals. Someone who is addicted to a drug must consume it once
This means that the Judge will reduce your constitution by 1 per week or suffer withdrawal symptoms. The withdrawal
point every turn (up to the damage result). effects intensify, plateau, and eventually fade. This rise and
fall occurs over 2d6 days for all drugs. During this time, you
Once all the damage has been dealt, the toxin is considered
will feel a strong compulsion to consume the drug.
to have run it’s course and you are no longer affected by it. Of
course, the damage will endure until you receive some kind The Judge can allow a paralysis throw to see if you can resist
of magical restoration or you rest for a long period of time the temptation. If you fail, you will to do almost anything to
(see attribute damage recovery). get your fix. If you succeed, you ride out the withdrawal.
50
The Rules of Play Combat Rules
Combat Initiative
As a part of the game, you will find yourself in situations Each individual in the conflict rolls 1d10 for initiative. Each
that may become violent. Special rules apply to the use of individual can then add their wisdom modifier as well as any
violence to make sure that the game is adjudicated fairly. You applicable bonus (such as a racial bonus) to their roll result.
may wish to use miniatures in combination with a battlemat The final modified result is called their initiative count.
to represent the battle.
The Judge will make a single initiative roll for each coherent
Combat is divided into rounds that represent about six group within the opposition. For example, let’s imagine that
seconds of game time. Each round has four phases; the party gets in the middle of a fight between Ogres and
➢ Casting Declarations Trolls. The Judge would roll an initiative count for the Ogres
and a different initiative count for the Trolls.
➢ Rolling Initiative
Taking Actions
➢ Taking Actions
Once every combatant’s initiative count is determined, then
➢ Checking Morale characters can take actions. Actions are taken in order from
the highest initiative count to the lowest. Individuals with
After completing this sequence, you can start the next round.
the same initiative count act simultaneously.
Surprise
You can accomplish one of the following actions in a round;
If either side has the potential to surprise the other with
➢ Move up to your combat movement rate and make a
their presence, the Judge can call for a surprise roll. Anyone
with the potential to be surprised rolls 1d10 and adds their standard attack, either with a melee or ranged weapon.
wisdom modifier. Some racial bonuses may also apply. On a ➢ Move up to your combat movement rate until you are
result of 4 or less, they are surprised. Surprised characters right next to your opponent and make a touch attack
cannot take actions or benefit from their dexterity modifier or begin a grappling attack.
during the first round of combat.
➢ Move up to your combat movement rate and make a
51
The Rules of Play Combat Rules
Checking Morale
Morale checks are only made by non-player characters
(NPCs) and they are made under special circumstances.
The Judge will make a morale check at the end of a round in
which one of the following has occurred;
➢ The leader of the opposition is killed
➢ The strongest / most powerful opponent is killed
Spell Failure
➢ Half of the opponents are killed
A magical character can wear armor, but they run the
➢ The opponents are greatly outnumbered risk of spell failure. Casting magic with only a light
level of encumbrance is always successful. However, as
Every NPC in the game has a morale score. This ranges from the chart below illustrates, the chance of failure rises as
2 to 12. A morale score of 2 indicates the NPC is a com- more weight and armor is used.
plete coward. It is actually impossible for such an NPC to
If a chance of failure exists, the Judge will make a d100
succeed on a morale check without a positive modifier to roll. This roll is made after the spell target has been
bolster them. A morale score of 12 indicates chosen, an area of effect designated, and any other dice
suicidal commitment to battle. It is are rolled (such as damage dealt or hit points healed by
often reserved for only the most the spell). That way if you do fail, you will feel the pain
crazed enemies, such as undead of watching your efforts fizzle before your eyes.
that will fight to the cold bitter If the Judge rolls the chance of failure or less on their
end. The average person has a d100, your spell fails. The Judge is free to narrate this
morale score of 7. Animals are however they want. They are encouraged to redirect or
often on the lower end of the change the spell, rather than simply vaporize it.
range and monsters are typically
For example, you might blast your friend in the face
on the higher end. instead of hitting the enemy. Alternatively, you might
A morale check involves the Judge melt something instead of freeze it or harm instead of
rolling 2d6. If the die results heal. Whatever the final result, it should be something
are equal to or higher than the that works against your interests. This might sound
harsh, but magic is not a force to be taken lightly.
morale score of the combatant,
they will attempt to flee from
battle rather than continue to fight. Spell Failure
If an intelligent creature cannot plot a path of escape from Conditions Risk
the situation and believe you will accept it, they will offer Light Encumbrance +0%
their surrender. You may want to close off escape routes if Moderate Encumbrance +10%
you want an enemy to surrender or leave a path open if you Heavy Encumbrance +30%
would prefer that they flee the field. If they do not believe Extreme Encumbrance +50%
you will honor their surrender, they will cower defensively or
Wearing Light Armor +5%
try to push their way forward until they can escape.
Wearing Medium Armor +20%
If an unintelligent creature cannot plot a path of escape, they Wearing Heavy Armor +40%
will panic and lash about randomly. Anyone in their path
Using a Shield +10%
will either be trampled or pushed aside. For particularly
large creatures, this might prove to be a crushing hazard.
Example: A character wearing medium armor and
When fighting very large monsters or animals, be prepared
using a shield with a moderate encumbrance level will
for that possibility and try to keep an open avenue of escape have a spell failure chance of 40%. This means that on
for them to move towards. a d100 roll, a result of 40 or less will ruin the spell.
Remember that the knight has an ability that lowers morale
scores in their opponents. Some spells have similar effects.
This should always be taken into account by the Judge when
making morale checks.
52
The Rules of Play Attacks
Attacks
Standard Attack Firing into Melee
The standard attack involves rolling a d20, adding relevant You can make ranged attacks into a melee, but you risk hitting
modifiers, and comparing the result to the armor class of one of your own party members. To represent your caution
your target. If your result is higher than their armor class, in such matters, a -3 penalty to-hit. Astute players will notice
it is a hit and you deal damage. If not, then you miss and that an aimed attack essentially negates this penalty.
nothing occurs. This is also referred to as a to-hit roll.
Grappling
If you get a natural 20 result on your die when rolling to-hit, A grappling attack means you are attempting to wrestle your
this is a critical hit. You automatically deal the maximum opponent to the ground. Resolve a grapple by first making a
damage possible. Do not roll the damage dice. touch attack. The margin of success on this roll becomes a
Two-Handed Attack penalty to all future d20 rolls by the target, until the grapple
is broken or abandoned.
This is an attack made with a weapon
you are holding in both hands. Some For example, you succeed on your touch attack by 4 and grab
weapons are always used two- your opponent. They now suffer a -4 penalty to all actions
handed (like a quarterstaff). while you have them in your grip. While you are grappling,
When fighting this way, you you can make another touch attack every subsequent round
can double your strength to further tighten your grip using the same logic as above.
modifier to-hit and You can also attack them with a small weapon (e.g. dagger).
damage. Additionally,
Your opponent can also attack you with a small weapon and
when fighting with a
they can make touch attacks against you, with the margin
two-handed weapon you
of their success (if they succeed) being removed from the
will get a critical hit on a
penalty you are imposing against them. If they completely
natural 19 or 20 die result.
remove the penalty in this manner, they can choose to
Using Two Weapons either break free of your grip or return the grapple against
You can use a one-handed weapon in each hand instead you. Grappling penalties can be combined by the grappling
of using a shield. You still only get to make a single attack. efforts of several combatants.
However, using two weapons grants you a flat +2 bonus If the total penalty becomes larger than the target’s strength,
to-hit. If you hit, only roll damage for the better weapon. they are pinned and completely unable to take actions. Thus
a conventional wrestling match would consist of a series of
Aimed Attack
successive grappling rolls until one wrestler is completely
This can only be performed with a ranged weapon. You must overwhelmed and pinned to the mat.
declare the aimed attack against an opponent during your
initiative count. However, the attack does not occur until Fighting Withdrawal
after all other actions that round are adjudicated. An aimed A fighting withdrawal is the act of moving towards an exit
attack means that you are taking your time to carefully fire. from the area while continuing to threaten the enemy. You
When it does occur, you gain a +3 bonus to-hit. can move up to your combat movement rate, but you do
not make targeted attacks against any particular enemy. You
Touch Attack
do not deal damage, but you are brandishing your weapon
This is an attack roll made against a target that ignores their aggressively so that enemies will think twice about attacking.
armor class bonus from wearing armor on their body. It is As a result, you gain a +2 bonus to armor class during the
used to deliver magic spells with the touch range in combat round. A fighting withdrawal is an excellent way for a heavily
and is used to grab and hold your opponent when grappling. armored character to defend retreating allies.
A touch attack does not ignore bonuses from shields or
from their dexterity modifier. For example, if an opponent is Casting a Spell
wearing chainmail armor (+4 AC) and using a buckler shield If you declare that you are casting a spell at the beginning
(+1 AC) their normal armor class would be 15. However, if of the round, it will come into being on your initiative
you make a touch attack against them you only have to beat count. Some spells are always successful. Some spells allow
an 11. This is often much easier than a standard attack. the target to make a spell saving throw to resist the effects.
Additional details on casting are found in the magic chapter.
53
The Rules of Play Retainers
Retainers
Sometimes you are incapable of handling a situation with Hiring Roll : 2d6
the skills available in your party. Perhaps you need a bit of
Result Accept Demands Morale
knowledge that you do not have or help carrying some-
thing too heavy for the characters in the party. Maybe you 2-5 No - -
need someone to build a home for you, paint it, or care for 6-7 Yes 200% 5
it while you are away. Non-player characters in the world can 8-9 Yes 150% 6
perform these tasks for you, but not for free. These people are 10 - 11 Yes 125% 7
called retainers.
12+ Yes 100% 8
You can directly interact with a number of retainers up to
your charisma score (do not count companions). To control
larger numbers of people, you will need to give freedom to Wage Benchmarks
your retainers to hire and control their own subordinates. Type of Job Benchmark
This is how a large organization is made.
Unskilled labor / almost no risk of combat 1 gp / week
Retainers must be paid a wage that is subject to negotiation. Skilled labor / combat unlikely or avoidable 3 gp / week
There is no true standard wage in this world and ultimately Dangerous work / combat possible 10 gp / week
the base wage for a particular type of retainer is up to the
Highly dangerous work / combat assured 25 gp / week
Judge. However, the benchmarks shown in the chart to the
right can give you a good idea of what to expect. If the job
involves danger and risk, the price will go up. If it involves Common Types of Retainers
leaving home for an extended period, the price will go up. If Architect Clockmaker Interpreter Sapper
you cannot pay the wage demanded, people will not work for
Armorer Cobbler Locksmith Scribe
you. It’s that simple.
Arrowsmith Cook Mason Ship Captain
To employ the retainer, you must make a hiring offer to Assassin Cooper Mercenary Shipwright
determine the final wage and how happy they are about
Astrologer Farrier Messenger Skinner
working for you. Roll 2d6, add your charisma modifier, and
consult the table to the right. If accepted, adjust the base Barrister Fletcher Miner Soapmaker
wage provided by the Judge by the percentage listed under Blacksmith Furrier Minstrel Spy
demands. This is the wage the retainer demands from you. Bookbinder Gemcutter Navigator Tailor
You can accept it or walk away from the entire affair. Bowyer Glassblower Painter Tanner
Morale Brewer Goldsmith Ploughman Teamster
If the retainer accepts the offer, they will gain the morale Butcher Groom Porter Torch-bearer
score that is indicated in the hiring table plus your charisma Carpenter Guide Potter Trapper
modifier. This functions the same as any other NPC’s morale,
Cartwright Herald Saddler Vintner
as described in the combat section. If you have been a good
employer, the Judge may give them a bonus to their morale. Chandler Herbalist Sage Weaver
If you have been a bad employer, they may impose a penalty. Clerk Huntsman Sailor Wheelwright
The Judge may also check the retainer’s morale if you ask
them to perform a risky action, such as being the one who
opens a door and leads the party into battle. Failure means
that they get upset and refuse.
Mistreatment
People talk and gossip spreads. For misdeeds, this process
is very quick. If you abuse your retainers or place them in
unjustifiably risky situations, word will get out that you are
a terrible employer. The Judge may impose penalties to the
hiring roll to reflect any negative reputation that you might
accrue in this manner.
54
The Rules of Play Survival
Survival
All of the rules in this section are optional. Using them will
make your campaign more realistic, but they involve tracking
resources, time, and other variables. If you feel that detracts
from your game experience, don’t use these rules. Make this
decision as a group, not individuals.
Daily Sustenance
Each character must consume at least one ration and one
drink per day in order to stay alive. You must consume three
of each per day in order to heal hit points normally. Rations
and drinks can be purchased from the equipment lists for
fixed costs or they can be generated by foraging.
The Judge will assign a die value to each region of the world
to indicate the relative abundance of food in that area and
another die value to indicate the presence of water. A rich
lowland might have a value of d10 for both food and water
while a frozen tundra might have a food value of d4 but a
water value of d12.
Fatigue
A character can forage by devoting an entire day to the
Physical exertion in a punishing environment causes fatigue.
process and rolling the food and water die for the region.
While exploring in a dungeon or traversing rough terrain,
Their labor yields rations and drinks equal to the die results.
you must rest for 1 turn (10 minutes) for every 5 turns
If you have a ranged weapon and use it to hunt for food, you engaged in activity. If you are engaging in a lot of combat
may add your dexterity modifier to the result on the food die. during that time, the Judge may demand more frequent rest.
However, you must expend an amount of ammunition equal Every time you avoid necessary rest, you lose 1 hit point to
to twice the final food result. Thus if you rolled a d6 for food represent the strain. If this reduces hit points to zero, you will
while using a bow and got a result of 3, which is raised to 5 collapse in exhaustion.
with your dexterity modifier; you expend 10 arrows.
Long-Distance Movement
Sleep Long-distance travel is extremely difficult at this technol-
A character needs 6 hours of sleep every day in order to ogy level. The fastest method of travel is by sea, but the most
function effectively. Any time you fail to meet this standard, well-travelled sea lanes are plagued by pirates. The same can
temporarily lower all attributes by 1 for the entire following often be said for well-travelled roads and the corresponding
day. If you fail to get enough sleep for two days in a row, threat of brigands. To make matters worse, good maps are
temporarily lower all attributes by 5 for the entire following both very rare and expensive. Finding a map could be it’s
day. Each successive day without sleep results in another -4 own quest.
cumulative penalty applied, so the third day reduce attrib-
Cities are few and far between. The technology to support
utes by 9, by 13 on the fourth day, and so on.
large concentrated populations is lost, where it existed. The
If these penalties reduce strength, dexterity, or constitution roads that do exist are often overgrown and poorly tended.
to zero, the character falls asleep despite the desires of the Only members of elite social classes will be familiar with the
player. If you are forced to sleep in this manner, you will road network. A commoner does not travel more than a few
sleep for a number of hours as dictated by the Judge unless dozen miles from their home in their entire life. How much
you are forcefully shaken awake or doused in water. could they possibly help you?
If these penalties reduce intelligence, wisdom, or charisma When travelling, you will need to make rolls to come up with
to zero, the character becomes insane and is transferred to a plan for how to reach your destination. The Judge might
Judge control until they are restored above zero. Long term require intelligence tests for this. Once on the move, you will
sleep deprivation can have extreme consequences on the need to make wisdom tests to keep on your heading. Failure
mind. in either a planning or execution sense can leave you lost in
dangerous country!
55
The Rules of Play Survival
56
Magic
57
Magic Casting
Casting Spellbooks
There are two different methods of casting spells. Each caster A spellbook is a bound book where memorization casters
uses one of these methods exclusively, depending on their record their spells. In an effort to protect their knowledge,
class. The two methods are spontaneous and memorization. spellcasters invented wards long ago to prevent people from
reading their spellbooks. These have been duplicated and
Spontaneous casters have a list of spells they can cast. They
modified other casters over the years. At this point, every
also have a daily limit to the number of times they can cast.
spellbook is warded against being read.
At any time during the day, they can choose one of those
spells and cast it. However, once they have reached their Unless you are using the read magic spell, the spellbook of
daily limit, they cannot cast spells again until the next day. a caster with a higher level than you will appear to be total
nonsense when you try to read it. Some casters can even
Casters who must memorize their spells have a spellbook.
craft wards that will target a reader with a prepared spell,
They must spend an hour each morning meditating and
almost like a trap. It is therefore highly recommended that
reading from their spellbook. At the end of this hour, they
you handle any unknown spellbooks with caution.
can pick an assortment of spells from their spellbook to cast
that day. These spells are memorized and stored in the mind Scrolls
for use. They cannot change their choices later in the day. A scroll is a written version of a single spell. It is designed to
When a memorization caster casts spells, the spells are be quickly read and cast in a single combat round, without
cleared from the mind and forgotten. They must study their prior memorization or tapping into your daily casting limit.
spellbook again the next day before more spells can be cast. Both types of spellcasters can use scrolls. However, when
If they lose their spellbook, they cannot memorize spells. If casting from a scroll you cannot add your character level to
you cast spells through memorization, take extreme caution the spell saving throw of a target. This makes scrolls easier
to keep your spellbook safe. to resist than normal spells.
The Casting Process A spellcaster can read the first few lines of a scroll in order
to determine what spell is written on it. If they read more
When you are casting a spell outside of combat, you can
than a few lines, they will actually use the scroll. They have
often simply declare your intent and the spell is immediately
to choose a target for the spell immediately (if applicable).
cast. When you are in combat, you must declare that you are
A memorization-based caster can also transcribe the spell
casting a spell before initiative is rolled.
written on a scroll into their spellbook, but this will consume
If you are struck for damage before your initiative count, the scroll in the process unless they cast read magic first.
you are disrupted. If you are a memorization caster, the spell
is still lost from your mind. If you are a spontaneous caster, Creating Scrolls
the spell still counts against your daily casting limit as if you A memorization-based spellcaster can create scrolls when
had cast it. The spell just never materialized. Keep this in they reach 3rd level. Writing a scroll requires 250 gold pieces
mind when you are casting in a close melee or under fire. of special materials (inks, gem dust, etc.) per level of the spell
written. Thus a 5th level spell would cost the caster 1,250
The casting process also involves moving your arms and
gold pieces to create.
hands in particular ways while speaking words to unlock
the magical energies. You may hold an object, however you You must have the spell memorized at the time you begin
need at least one hand free. If you are burdened with weight, writing. The writing process is a roll made in secret by the
you may suffer from spell failure. The Judge can give you Judge. They will roll against a DC 10 plus the level of the
a spell failure chance ad-hoc to represent being restrained spell being written. The Judge will add both your intelligence
or limited in some way. Consult the spell failure chart for a modifier and your character level to the die result. Success
complete list of the effects of wearing equipment. will result in a normally functioning scroll.
Failure yields a scroll that has the potential for spell failure.
The spell failure percentage is equal to 5% multiplied by your
margin of failure on the creation roll. Thus if you got a result
of 15 against a DC of 18, then the resulting scroll would have
a 15% chance of spell failure when read.
You may be able to buy spells from NPC spellcasters.
However, the Judge should make the writing roll in secret
using that NPC’s modifiers and build profit into the price.
58
Magic Spells
Spells
Each spell has four characteristics listed in the header before
the full description. These are common to all spells
➢ Spell Level: This is a rough gauge of the power and
utility of the spell. You cannot cast spells of a particular
level until you reach the appropriate character level to
do so, as detailed in your class description.
Identifying Magic Items
➢ Save: This is a yes or no value. If it is yes, then the target
of the spell can make a spell throw to resist it’s effects. You will find magical items in the course of your
The target of a spell must add the caster’s level or hit die adventures. Their magical nature will be immediately
to their saving throw value. Thus if they have a spell obvious unless the item is cursed or one of it’s magical
effects is to appear to have no magical properties.
save of 14+, a 3rd level caster who casts a spell upon
them would trigger a roll against a 17+. A member of a magical class can attempt to determine
what the item does by making a wisdom test (for
➢ Duration: This determines how long the spontaneous casters) or an intelligence test (for
magic stays in effect. Some spells have a memorization-based casters) against a DC 15 minus
permanent duration, meaning that their their level. This roll can only be made once for free.
effects never end naturally. Damage dealt The first success will give the caster a good sense of the
by spells is permanent in duration, but item’s primary properties.
can be healed normally. If it fails or you just want to spend more time examining
➢ Range: This determines how the the item, you must spend 500 gold pieces and two
spell is targeted. If the range is self, weeks of research time to make another attempt. You
gain a cumulative +1 bonus for each research session.
then you do not have to consider range
Even in failure, some insight is gained.
at all because you are the target. If the range is touch,
you must actually touch the target in some way to affect Some items may have secondary properties that will
it. This is usually done with your hand, but it could be only show up in follow-up research sessions. It is quite
any body part. This may be challenging in a combat possible that you could carry an item for years without
ever knowing it’s true nature.
situation, where you must land a touch attack on the
target in order to satisfy the range requirement. If the
range is sight, you must simply be able to see the target
to affect it. Finally, some ranges are listed with exact
distances (such as 10 feet). In this case, the target can
be up to that far away from you, whether you can see
them or not. Of course, you will still need to be
aware of their presence. Learning New Spells
First Level Spells Spontaneous casters receive their spells from a deity or the
spirit world. When they gain a level, this divine source
Spontaneous casters begin play knowing how to cast three
grants them additional spell knowledge. They can roll 1d4
1st level spells. They do not need a spellbook to remember
and choose that many spells. They can choose spells from
these spells.
) or the
They
wild
arespirits
given of
to the
themworld
each(shaman).
day by either a deity (cultist
any spell level that they can cast. For example, once they
Memorization casters begin play knowing how to cast five 1st reach 3rd level they can choose to gain access to 2nd level
level spells. They must write these into a spellbook that they spells that they just acquired an ability to cast or they can
have purchased with their starting funds. Remember that a keep choosing from the 1st level list.
spellbook is required to memorize spells each morning, so it
However, memorization casters do not gain spells as a part
is extremely important to protect it.
of the levelling process. They can copy spell texts into their
Your choice of spells at first level is limited by class. Check spellbook for later memorization at any time. They can copy
your class description for a list of what is available. As you spells from both scrolls and other spellbooks. The read magic
advance in levels, you can widen your spell selection to spell is very useful for this purpose. Without read magic, the
include any spells that you want. spellbook of a caster at a higher level than you will appear to
be complete nonsense. With read magic active, copying a
spell from a scroll will not consume it.
59
Magic Spell Lists
60
Magic Spell Lists
61
Magic Spell Descriptions
Abomination Augury
Level: 4 Save: No Level: 4 Save: No
Duration: Permanent Range: Touch Duration: 1 turn Range: Self
This spell transforms a living humanoid into a grotesque, This spell creates a telepathic connection with a divine agent
twisted, and dangerous monster. Before casting the spell, of your choice. The typical choice is your favored deity or a
you must bind the subject and place them upon an altar in a powerful spirit. You can ask the agent as many questions as
ritualistic manner. The subject must also be at maximum hit you desire, until the spell duration expires.
points when the spell is cast.
The agent is not forced to answer honestly. They will reflect
The spell twists the nature of the subject, adding a number upon the degree to which your actions conform to their goals
of hit dice equal to your level and granting them two natural and make a decision to help you on that basis. They don’t
attacks per round (claws and bite). However, it does not make really care about your successes or failures except in relation
them into an ally. They are a wild monster and will attack to their objectives. They think about mortals in much the
anything they perceive as a threat or prey. Scholars disagree same way that you think about livestock.
about what actually happens to the soul of the subject when
Excessive use of this spell with the same
they are changed and whether or not it is possible to ever
agent can trigger divine wrath. The Judge
revert this process.
will decide upon how that manifests.
Analyze Magic Divine agents don’t mind helping you
Level: 4 Save: No from time to time, but if you become
Duration: Instant Range: Touch a nuisance then they may lash out.
This spell allows you to see the exact nature of all magical
Ball of Acid
effects that are active or dormant in an object. For example, Level: 3 Save: No
you could touch a magical sword and learn exactly what Duration: 10 rounds Range: Self
happens when it strikes an enemy. If used on a cursed item,
This spell creates a ball of acidic energy in the caster’s hand.
the curse is not activated by the touch of the caster. They can
The ball can be held in your hand without pain or injury. It
learn about the curse without becoming cursed themselves.
can be used as a tool or a weapon. It will burn through any
Animate Dead material that is vulnerable to acid, such as a metal lock.
Level: 3 Save: No
Duration: Permanent Range: Touch In a round following the casting, the ball can be thrown.
Treat such a throw as a touch attack that can be
This spell causes a touched corpse to rise as undead under
made from up to 60 feet away. The ball explodes
the control of the caster. Unless prepared for a different type
on impact, dealing 3d8 damage to the target.
of undeath by necrostasis, the undead will rise as a zombie
(or skeleton, if that is all that remains of their corpse). The The ball can also be used to make melee touch
undead can be given reasonably complex commands, but it attacks against targets for 1d8 damage. Unlike
is not dominated or directly controlled. when thrown, these attacks don’t destroy the ball.
This spell changes your physical appearance to appear as a This spell creates a solid magical beam of light in your hand.
generic version of your particular race/gender combination. The beam is slightly cool to the touch and has the texture
For example, if you are a goblin male then you will appear to of steel. It is 2 inches in diameter and 5 feet long. The entire
be an average goblin male instead of your actual appearance. beam radiates a soft white light equivalent to a torch and is
Even your closest friends will be unable to recognize you in indestructible by mundane methods.
this new form. You can wield the beam as a quarterstaff in combat. If used
Anyone who meets you while this spell is active will find you in this way, you gain an attack bonus equal to your level. A
unimpressively average and forget that they even met you hit with the beam deals 1d6 damage and you will enjoy the
within a few minutes of your departure. They are allowed a standard +1 AC for a quarterstaff. The damage is magical
spell save to remember meeting you, but this will not reveal and can injure incorporeal creatures.
your true identity or appearance. This is not an illusion, but You can also use the beam as a tool. For example, you might
a combination of transformation and mind affecting magic. use it to lever open a stone door. Just remember that the beam
is indestructible and you might need incredible strength to
actually push or pull it in a particular way.
62
Magic Spell Descriptions
Blink Cleanse
Level: 1 Save: No Level: 1 Save: No
Duration: Instant Range: Self Duration: Instant Range: Sight
This spell grants you the ability to teleport a short distance; This spell removes all non-magical toxins from physical
up to 25 yards. You will emerge facing the same direction objects, as well as clean up filth and refuse. This can be used
that you were when you made the jump. However, you will to clean up your kitchen floor, restore brackish pools to pure
be slightly disoriented upon arrival and stunned until you drinkable water, or even to safely remove the rust on an
can succeed on a wisdom test against DC 10. You can make ancient artifact. It can affect an area up to 20 cubic yards per
one test per round until successful. caster level.
Bolt of the Heavens If cast before scouring an area for hidden objects, this spell
Level: 2 Save: No effectively reduces search time by 75%. This effect will drop
Duration: Instant Range: 30 feet by 25% per day until completely gone, assuming no other
This spell projects a white bolt of lightning towards a single forces act upon the room.
target. It deals 2d4 points of holy damage to a single target
Note that this does remove toxins or diseases from the body.
(double damage to undead). If a significant obstruction
exists between you and the target, it can be hit by the bolt Consecrate
instead. If the bolt hits a conductive metal surface, the charge Level: 2 Save: No
Duration: 1 day Range: Self
can injure an indirect target.
This spell causes a brightly glowing symbol of your favoured
Bravery deity to appear floating in mid-air at a point you designate
Level: 2 Save: No
Duration: 1 turn Range: 60 feet (must be within 3 yards of where you are standing). Undead
creatures with fewer hit dice than your level cannot move
This spell raises the morale score of any NPC allies within
within 25 yards of the symbol voluntarily. This is true even
range by 4 points. This can raise their morale above 12,
through walls and other visual obstructions. Undead can
which may be very important if penalties are being imposed.
sense the power of your deity through such limitations.
Burden Furthermore, any undead within 25 yards at the time of the
Level: 1 Save: Yes
Duration: 6 turns Range: Sight casting must make a morale check at a -4 penalty. If this fails,
they will attempt to flee.
This spell creates an invisible weight that bears down on the
target. It feels like they are carrying an extra 50 lbs of equip- Consumption
ment per level of the caster. The Judge will adjust the target’s Level: 3 Save: Yes
Duration: Instant Range: Touch
encumbrance and movement rates accordingly. If the weight
is too much to bear, this may actually cause them to collapse This spell consumes the life force of a living humanoid. The
from the strain and rendered immobile. subject must be bound upon an altar in a ritualistic manner.
They must also be healthy (no toxins, no diseases, etc.) and
Charm possess over 50% of their maximum hit points.
Level: 1 Save: Yes
Duration: Variable Range: Touch The spell kills the subject and transfers their life energy to
This spell causes the touched subject to view you as a trusted you. You can hold the blood within your body and use it
friend and ally. It works on any humanoid with up to 3 hit at will to heal yourself. For every hit die possessed by the
dice. If they are being threatened or engaged in combat by subject, you can recover 1d6 hit points or heal 1 points of
you or your perceived allies; the subject gains a +5 bonus to attribute damage. Unused blood can be seen through the
their save. skin. The dark red blood is clearly visible through the skin.
While under the influence of this spell, the target views any Conversation
suggestion or request made by you as if it came from a trusted Level: 2 Save: Yes
Duration: 1 turn Range: Sight
friend. This is not mind control, but powerful influence. The
target can make a new saving throw to try and shake this This spell allows you to have a telepathic conversation with
effect once per day. a single thinking being of your choice. This can be a person,
animal, monster, or even a spirit. However, you must be able
This spell can be cast and held in the hand for up to 2 turns
to see the target. If you want to speak to invisible beings, you
until discharged by touching a target. If the target makes the
need to see them somehow (e.g. true sight). You must specify
saving throw, they know you did something but not exactly
the conversation target at the time of casting. It cannot be
what happened. If they fail the saving throw, they perceive
changed during the spell duration. If the target does not want
the touch as normal.
to talk to you, they can make a spell save.
63
Magic Spell Descriptions
64
Magic Spell Descriptions
65
Magic Spell Descriptions
66
Magic Spell Descriptions
68
Magic Spell Descriptions
Hex Hurricane
Level: 1 Save: Yes Level: 5 Save: No
Duration: 12 turns Range: Touch Duration: 10 rounds Range: Self
This spell places a curse upon an intelligent being. While This spell causes winds to swirl around your body. The wind
cursed, all attribute tests (including attacks in combat) suffer will form an eye about 5 feet in diameter, centered on your
a penalty equal to twice your level. For example, a 3rd level body. It will pick up any loose objects weighing less than 20
caster would impose a -6 penalty on the target. lbs. and turn them into swirling debris. The wind is strong
enough to extinguish fires, torches, and anything else that
This spell can be cast and held in the hand for up to 2 turns
would be disrupted by such forces.
until discharged by touching a target. If the target makes the
saving throw, they know you did something but not exactly Everyone within 60 feet of you must make
what happened. If they fail the saving throw, they perceive a reflex throw each round or be swept
the touch as normal. off their feet and carried by the wind.
Simultaneously, the flying debris will cause
Hold Fast
Level: 2 Save: No anywhere between 1d6 and 5d6 damage
Duration: Permanent Range: Touch per round (Judge’s decision based on the
environment) regardless of the success or
This spell creates a magical lock on a door, container, or
failure of the reflex throw. Additionally,
similar object. The lock can only be opened by the caster.
water will condense within the swirling
It cannot be picked, but it can be removed by disenchant.
vortex and soak everyone except you.
Anyone that tries to force open the lock must raise their
force throw by 20. Outside of the 60 foot radius, there will be
weakened gusts of wind and splashes of
Holy Mantle
Level: 6 Save: No water. This will not be enough to have
Duration: 3 turns Range: Self game-relevant effects, but it may
frighten away animals and onlookers.
This spell causes you to glow with the light of the divine. This
light provides good illumination out to 120 feet and is blind- Note that if this spell is cast in a confined area, the Judge
ing to anyone within 30 feet that looks in your general direc- may simply have the spell fizzle due to inadequate space. You
tion. The light also bends weapons away from your body and cannot create a hurricane in a hallway.
grants a +5 bonus to armor class (this does not stack with
Icy Touch
other magical bonuses to armor class). Level: 1 Save: No
Undead with less than 10 hit dice will experience automatic Duration: Instant Range: Touch
morale failure as soon as they see you. Undead with more This spell creates incredible cold within a touched surface. It
than 10 hit dice must make a morale check every round at a can affect an area up to 2 square yards per caster level. Water
-5 penalty to remain in your presence. vapor in the vicinity will stick to the surface of the object and
freeze, often preventing normal interaction. For example, a
Hummingbird
Level: 1 Save: No frozen lock will not open. If you are touching the floor, this
Duration: 1 turn Range: Self can be a major slipping hazard.
This spell creates a brightly-colored hummingbird in the This spell can be cast and held in the hand for up to 2 turns
palm of your hand. It is a creature of pure magic that you until discharged by touching a target. It can be used as a
control mentally. It cannot strike for damage in combat. If touch attack on living tissue, dealing 1d6 damage. If a limb
attacked, it has an armor class of 25 and 1 hit point. It can fly is struck in this manner, it is considered crippled until fully
at a speed of up to 300 feet per round. healed. For example, you might grab someone’s arm and
cause severe frostbite. If not healed within a day, this could
The hummingbird creates a loud humming sound that can be
become a permanent injury.
heard up to 250 feet away. The sound may attract unwanted
attention. The voice of anyone within 20 feet of the bird Any ice formed by this spell will melt at a normal rate, which
simply cannot be heard due to the noise. As they get further may be quite slow in a cool underground environment like
from the bird, bits and pieces can be understood. You can most dungeons. It is possible that repetitive use of this spell
hear conversation normally at a distance of 50 feet. could undermine the integrity of underground structures
by widening cracks through the freezing and refreezing of
Anyone within 5 feet of the bird is severely impaired and
water. It is the responsibility of the Judge to determine such
suffers a -3 penalty to all d20 rolls. Spellcasters within 20 feet
an impact.
of the bird must make a paralysis throw just to cast a spell.
Failure will cause the spell to fizzle and be lost.
69
Magic Spell Descriptions
Immortality Insomnia
Level: 7 Save: No Level: 2 Save: Yes
Duration: Permanent Range: Self Duration: 7 days Range: Touch
This spell changes the caster so that they cannot die of old This spell prevents the target from getting any sleep during
age. However, their body will still continue to decay at it’s the next week. They can try to sleep, but they will only toss
normal rate. Eventually, the caster will transition through and turn restlessly. The lack of sleep will have it’s normal
looking like a zombie or vampire. When all of the flesh has effects (see the survival section for details). If compelled to
finally disappeared, they will look like an animated skeleton. sleep by magic, this spell is only suspended for 8 hours.
This can have negative effects on social interaction.
This spell can be cast and held in the hand for up to 2 turns
Immunity until discharged by touching a target. If the target makes the
Level: 6 Save: No saving throw, they know you did something but not exactly
Duration: 6 turns Range: Self what happened. If they fail the saving throw, they perceive
This spell grants complete immunity to one single type of the touch as normal.
elemental damage. Choose a type from the following list:
Inspection
acid, earth, fire, lightning, sonic, water/ice, or wind/air. Level: 2 Save: No
This applies to both damage dealt by spells and be creatures Duration: Instant Range: Self
aligned to that element, such as elementals or mephits.
This spell causes time to stop. While time has stopped, you
Infection cannot move any part of your body (including your eyes).
Level: 1 Save: Yes However, you can ask the Judge any question about anything
Duration: Permanent Range: Touch within your frozen field of vision. You have plenty of time to
This spell infects the target with a magical toxin. The toxin focus on all the available sensory data.
has a gestation period of 3d10 hours. Roll 1d6 to randomly
You can think about the data as long as you want, even up to
determine which attribute is damaged. Apply 1d8 damage
the point of making intelligence or wisdom tests to interpret
to that attribute. If this spell reduces an attribute to zero, the
it. For example, you might want see some magical symbols
target will be slain. Symptoms are up to the Judge and based
on the wall and ask what they mean. The Judge may require
on the attribute that was rolled. Damage can be healed in the
a roll before telling you the answer.
same manner as a mundane toxin.
All of this takes place while time is stopped. For that reason,
This spell can be cast and held in the hand for up to 2 turns
you cannot speak with the other players during this time.
until discharged by touching a target. If the target makes the
You can only speak to the Judge. When you are done, time
saving throw, they know you did something but not exactly
resumes normally as if you never left. To other characters, it
what happened. If they fail the saving throw, they perceive
appears as if your spell fizzled.
the touch as just a normal touch.
Invisibility
Infravision Level: 3 Save: No
Level: 2 Save: No Duration: 3 turns Range: Touch
Duration: 18 turns Range: Touch
This spell makes the target invisible to natural vision modes,
This spell allows the target to see as if they had infravision.
including infravision. They will still make sounds normally,
If cast upon a being that already has infravision, such as a
so care should be taken to avoid giving away their presence
dwarf, it extends the range of their infravision by 90 feet.
through noise (use the sneak throw for this if necessary). If
Insect Swarm they attack someone in combat while invisible, the effect will
Level: 4 Save: No cease and they will reappear.
Duration: 6 rounds Range: Touch
Jumper
This spell causes a massive swarm of insects to fly from your Level: 2 Save: No
palm and attack targets that you designate. You can change Duration: 10 rounds Range: Self
the target from round to round. Targets will be swarmed,
This spell grants you the ability to teleport up to 30 feet every
automatically stunned, and subjected to 2d6 damage per
round until the spell expires. Unlike with blink, you will
round. This does not require an attack roll and it cannot be
arrive facing the direction of your choice and you will not be
resisted. The swarm itself can move up to 30 feet per round.
disoriented. The teleport does not count as a combat action,
The swarm can be dispersed and/or destroyed by high winds, so you can make attacks before or after the jump. The Judge
flames, explosions, blasting spell damage, or any similar may decide that these jumps trigger morale failure in some
event. The Judge is a final authority on what will or will not creatures, particularly wild animals.
disperse and/or destroy the swarm.
70
Magic Spell Descriptions
71
Magic Spell Descriptions
73
Magic Spell Descriptions
Regeneration Restoration
Level: 5 Save: No Level: 3 Save: Yes
Duration: 10 rounds Range: Touch Duration: Instant Range: Touch
This spell causes the target to regain 1d6 hit points per This spell channels healing energy into a living being to
round. If the target is knocked down below 0 hit points and restore 3d6 hit points. This spell can also be used against
incapacitated, this spell will remain in effect and hopefully the undead as a touch attack, dealing 3d8 points of damage
allow them to regain consciousness quickly. While the target instead of healing them.
is at their maximum hit points, they will recover 1 point of
This spell can be cast and held in the hand for up to 12 rounds
attribute damage per round instead.
until discharged by touching a target. While being held, your
If they have maximum hit points and undamaged attributes, hand will be sheathed in brilliant blue light, equivalent in
this spell can regenerate a missing a part of their natural strength to daylight.
anatomy (such as a severed limb or missing eye). About ten
Rumors
pounds of flesh can be regenerated per round. Level: 1 Save: Yes
Duration: Permanent Range: Sight
Resurrection
Level: 6 Save: No This spell gives the target a false belief based on faulty logic.
Duration: Instant Range: Touch In order to stick, the belief must have some attachment to a
This spell restores life to a humanoid that has died. They are real event. The belief itself must draw a conclusion about the
completely rebuilt magically, restoring their hit points to true meaning of what happened.
maximum and removing all attribute damage.
For example, someone could be made to think that the King’s
The only limitation is that you need a single piece of their recent tax increase is a sign that he is being controlled by a
body to touch while casting the spell, such as a piece of bone demon. So long as the tax increase is real, the poor logic of
that has not decayed yet. This means that it is impossible the conclusion slips into the mind unexamined. The belief is
to resurrect someone who has been dead so long that their permanent, held with the same conviction as a memory and
bones are turned to dust. cannot be reversed except by more magic.
Note that this spell does not reverse the aging process, nor Once established, this delusion can spread to the minds of
can it restore someone who dies of old age. If you want that others that come into contact with the target. Anyone who
kind of survival, you might want to consider immortality. listens to their rantings is allowed a saving throw. Failing this
save means they become affected by the delusion as well. For
each degree of conversational separation from the original
target, apply a cumulative +1 bonus to the saving throw.
You are immune to the delusion. It cannot come back around
and trick you into believing the falsehood.
Scrying
Level: 5 Save: No
Duration: 1 turn Range: Self
This spell allows you to project your senses to a location that
you have previously visited. You can view what is happening
at that location. You can hear what is being said or done. You
can even perceive the odors present at the location. The real
trick is knowing when and where to look.
Seal
Level: 1 Save: No
Duration: Permanent Range: Touch
This spell causes a door to meld into the wall into which it is
set. The edges of the door are completely fused to the wall.
Any hinges or locks are melted in the process, but no heat is
generated. Anyone looking at a sealed door will still be able
to tell that there was a door there, but it can not be picked or
unstuck. The only way to get through the door is to smash it
to bits or use more magic.
74
Magic Spell Descriptions
75
Magic Spell Descriptions
76
Magic Spell Descriptions
Summon Shade
Level: 2 Save: No
Duration: 18 turns Range: 10 feet
This spell summons a living shadow to serve you. The shade’s
natural form is incorporeal shadow that cannot be injured
except through magic. At will, it can change to become a
physically substantive material that feels somewhat like
jelly. In this form, it can carry up to 25 lbs but it cannot pass
through objects. In either form, you can communicate with
it telepathically and command it to perform simple tasks,
such as going into an area to scout. It will not fight in combat.
Summon Souls
Level: 5 Save: No
Duration: 36 turns Range: 10 feet
This spell summons a horde of two dozen undead skeletons
and/or zombies to serve you. You can give orders to the
horde telepathically. They can only perform simple tasks,
such as going into an area to scout or attack in combat.
Specific undead cannot be separated from the horde, they
accept orders as a single unit. Each individual undead has 1
hit die, no attack bonus, and deals only 1d4 damage per hit.
Sunburst
Level: 6 Save: No
Duration: Instant Range: Sight
This spell causes a massive explosion to erupt from a target
location. You can pick a target that you can see; a rock, a tree,
a person, a creature, or anything else you want. This is the
Summon Elemental
Level: 1 Save: No center of the explosion.
Duration: 1 turn Range: 10 feet Anything within 30 feet of the target takes 5d6 damage.
This summons a humanoid elemental with hit points equal Anything that survives that kind of damage is both blinded
to your caster level. You can choose the type of elemental. and deafened for 10 rounds, no matter where they were
Typical choices include air, acid, earth, fire, ice, lightning, looking. Anything between 31 and 90 feet from the target
mud, and water. is blinded for 5 rounds and takes 3d6 damage. Anything
between 91 and 150 feet from the target takes 1d6 damage
The elemental will perform any task, including combat. You
from the flying debris caused by the explosion.
can communicate with it telepathically. It can make melee
attacks with a bonus equal to your level and deals 1d4 The explosion creates a large amount of heat and light. It
magical damage of it’s type. You cannot cast this spell again ignites all flammable materials, destroys or melts items, and
until the current elemental returns to it’s home plane. can be seen from a great distance.
Summon Monster Torchlight
Level: 2 Save: No Level: 2 Save: No
Duration: 3 turns Range: 30 feet Duration: 24 turns Range: Touch
This summons a monster with a number of hit dice equal to This causes an object to glow as if it were a torch. You can
your level. You can choose an appropriate type of monster. choose an inanimate target up to 50 lbs., or a portion of a
Typical choices include ettins, gnolls, manticores, ogres, larger object up to that value. For example, you could make a
trolls, and worgs. pebble glow like a torch or a single 50 lb. section of a boulder
(but not the whole boulder).
Roll hit dice when the spell is cast to determine hit points.
You can give it orders telepathically. The monster will Most casters choose a small object so that it can be stuffed
perform any task you desire, including fighting in combat. It into a pouch to suppress the light when hiding. However,
can make melee attacks with an attack bonus equal to your when used in conjunction with permanency this spell can
level. Successful hits deal 2d6 damage. bring stable light to an underground structure.
77
Magic Spell Descriptions
78
The Judge
79
The Judge The Three tasks
80
The Judge The Sandbox
The Sandbox
Despite the minimal requirement of a single dungeon and
perhaps a single town, we strongly encourage a much larger
game world. This allows the players to take a strong role in
decision-making about where to go and what to do. The
general term for this kind of campaign is a sandbox. The
below description illustrates how it would be played out.
The players begin in one of five towns in the region. While
having a few drinks in the tavern, they hear a range of
rumors about the dangers, monsters, and dungeons that lurk
out in the game world. After some discussion, they decide to
pursue the rumor of a lost temple in the jungle to the west. A
few weeks later, they return to town laden with treasure and
with a level of experience under their belts. After this rest,
they begin the process anew. They seek out more rumors and
make new decisions about where to go and what to do. At
every decision-making point, the players are dictating the
path of exploration. The Judge is not directing their paths.
This kind of structure allows the players to make choices that
matter. You are not providing them with a narrative to follow.
They need to gather information and made a decision on
their own. However, it is your responsibility that you provide
them with enough information to make good choices. That
doesn’t mean every rumor should be accurate. After all, the Set a map scale that matches what you want to get out of the
players need to evaluate the merits of the rumors they hear campaign. If you want the players to stay in a small area, stay
and decide whether they can be believed. Sometimes the focused on that scale and provide detail within that bound-
challenge is not just picking a rumor to follow, but deciding ary. If you want a vast scale, expand the map out to the size
which one is the most reliable. of a continent and fill it with large wilderness areas. If you
want the players to be rolling for random encounters every
You must take the time to provide them with information.
six hours, you might want to set the hex to a size that takes
Choices without information are not choices at all. It is easy
six hours to walk across. Fit the map to your playstyle.
to slip into a habit of loading the information that you give
the players so that you can control decisions. You may be very Remember to use the hex map travel rules. If the players
attached to particular content that you created and you just fail their wisdom tests to stay on their heading, you should
want the players to experience that content. In many ways, bend them slightly off course. They tried to travel north, but
that’s great. However, you should strongly resist the urge to instead went into the northwest hex. Unless it is obvious,
use your Judge powers to heavily influence player decision- don’t tell them about their error. Let them discover they are
making. This is called railroading and it dramatically under- off-course when they arrive at the wrong destination.
mines the core values of the game; a focus on freedom of With that said, some locations should be virtually impossible
action and choice. to miss. It is hard to get lost when you are following the path
Using a Hex Map of a river or heading straight towards the only mountain for
many miles. In other situations, navigation can be extremely
For many Judges, the best way of managing a detailed
tough. Staying on a straight path through the jungle or across
sandbox campaign is with a hex map. A simple example is
a mountain range is almost impossible.
shown on this page. A map like this provides a strong visual
mechanism for the players to evaluate their options. You can Reflect the difficulty of the task in the wisdom tests that the
make a hex map as simple or as complicated as you want it to players are making. Allow them to recognize and correct
be. Some hex maps use different hex tiles for different types their orienteering failures in a reasonable time frame. Don’t
of terrain; forest, plains, desert, mountains, etc. Some are make it impossible for the players to get where they want to
illustrated by hand. Use a map that fits your personal style. go just because you don’t like their choices.
81
The Judge The Sandbox
Placing Encounters
As discussed in The Rules of Play chapter, we use the word
encounter to describe a game scene with options for player
agency. If you are using a hex map, you may place planned
encounters within certain hexes. The players can stumble
into these encounters as they travel.
For example, you might place a magical obelisk worshipped
by a small goblin clan in a hex. Almost everything that
happens outside
) andofyou
thatcan
hexwrite
has in
no your
effectnotes
on the
several ways (game scene
encounter
in which the goblins might react when the players come into
their territory.
If you are not using a hex map, you can throw encounters
into play based on either time having passed, travel through
certain general areas, or your own judgment. You can make
rolls to check for encounters at regular intervals, similar to a
random encounter roll. The pacing of those roll results will
provide semi-random deployment of the encounters.
Remember that the purpose of using encounters is to place Filling the Sandbox
the players in an interesting situation and allow them to It can be difficult for a Judge to create the content required
make meaningful choices. For this reason, we encourage you to flesh out a large sandbox. A common worry is that all
to keep the description short in your notes. You don’t want your creative efforts were spent on a single dungeon, but the
to be so invested in how the encounter is “supposed to go” players decided to avoid it. These temptations lead many to
that you deny the players a chance to meaningfully impact move the contents of the sandbox around out of sight of the
the game. Keep your notes limited and your mind open to players. You let them choose which town to travel towards,
alternatives that the players bring to the table. but just change the name of the only town you designed to
Describe the situation far enough in advance that the players match that choice. This is still railroading.
have time to make choices. For example, you might describe You have denied the player meaningful choice. Think back
how they hear the beating of the goblin drums as they near on how you made it happen. In order to make the ruse work,
the obelisk. If the players still choose to approach loudly you denied them quality information about the area. You
with swords drawn, that is their decision. They might choose kept things vague so that whichever path they chose would
a stealthier option instead. They might try to deceive the lead to your town. You didn’t say “this is a town of Halflings
goblins, negotiate with them, or simply withdraw from the that is plagued by raids from a nearby Orc encampment,”
situation. From the perspective of the Judge, the goal is to because if they had chosen a different town then you would
facilitate the encounter, not dictate the outcome. Allow the not have been able to switch it out. They would have seen
dice to make decisions. through your deceit. It is important to recognize it as such,
because every deceit like this is the theft of player agency.
The Megadungeon Therefore, you must commit to filling in all the gaps on the
There is a style of design in the RPG community called the map with either your own designs or published materials for
megadungeon. This is a large, multi-level dungeon that is those options that you did not complete. Judges are some-
a sandbox unto itself. It is packed with content. It is also times hesitant to use published materials, but this is exactly
common to see large swaths of these structures left empty for what they are designed to do. They can help flesh out the
you to add encounters that you design. Most of them even world when you are unable to do so yourself.
come with a nearby village or town for recovery between
This game is designed to be compatible with the majority of
dungeon delves and a few cities beyond the horizon to visit
existing published materials on the market. Some of them
occasionally to sell your stockpile of extra equipment.
use different saving throws or different skills systems, but you
Feel free to use these materials. Simply adjust the contents as should be able to reasonably adjust those things to match the
needed to fit A&A. It should be very easy to do so. Most of A&A chassis. This can even be done on the fly while running
them use game systems that are very similar. the game, the differences are quite minimal.
82
The Judge Dungeons
83
The Judge Tropes
84
The Judge Tropes
Derived Tropes
There are thirty derived tropes that are detailed here. They Derived Tropes
represent the various ways of combining the three useful Ambush Magic on a Timer
core tropes (no MacGuffins!) with each other, changing their
Behind Your Back Message Left Behind
presentation, and keeping the exploration process fresh and
exciting. Don’t use the same trope too many times or your Combat Aftermath Obscuring Effect
players will be able to predict outcomes. Concealed Object Safe Haven
Dangerous Captive Secret Meeting Place
You can even combine these tropes to form even more
options. For example, you could have an obscuring magical Dead Zones Statues
effect that operates on a timer. A magical fog could fill a Deceptive Object Strange Key
portion of the dungeon a full three turns after the players Distracted Opponents Structural Collapse
walk past the guardian statues. The fog causes disorientation Distracting Object Talkative Dead
and confusion in those that breathe it. The dungeon is the Evidence of Failure Teleports
foggy grave of overconfident adventurers. Just let your own
Foreshadowing Toll Road
imagination run wild. These ideas are templates to create
Fragile Object Too Heavy
truly unique experiences for your players.
Hidden Among Copies Tricky Spell
Ambush Increasing Danger Triggered Danger
This is a well-prepared dangerous thing. The magnitude of Innocent Captive Turncoat
the danger is increased by this preparation. An ambush can
make escape difficult or impossible. It can be very deadly,
especially against an exhausted or unprepared party. Even a
kobold can be deadly if it has taken cover behind a barricade Concealed Object
and has a rack of loaded poisoned crossbows ready to fire in This is an object hidden in the environment. It might be
quick succession. The ambush is a useful way to create either concealed within a mass of debris, sand, or other seemingly
a dire threat to party survival or to raise a weak opponent useless junk. It might be hidden within a worthless object,
up to a much more powerful danger than they would have such as an old crate or clay jug. It might be placed outside
otherwise been. of the angle of vision, such as on a high shelf. Whatever the
reason, it is not immediately apparent that this object is
Behind Your Back
present. The possibility of this kind of object being in a room
This is any kind of thing that changes when the party is not is what drives players to search rooms thoroughly.
present. For example, there could be hallway with crystal
statues that can be smashed and left in pieces. However, Dangerous Captive
when the party returns later they find that the statues have This is a non-player character that appears to be an innocent
all been replaced or recreated. The purpose of this trope is victim. They might be locked in a jail cell, clasped in mana-
to reinforce the idea that there are forces at work behind cles, or tied up with ropes. They claim to be innocent and
the scenes. The world is bigger than the vision radius of the just want to get away from this dangerous place. However,
player characters. all is not what it seems. This person has some secret agenda.
Maybe they are waiting to betray the party. Maybe they
Combat Aftermath
were left in that condition by someone for a good reason.
This is a combat that has just resolved. Friendly or hostile They might be the enemy of one of the party’s allies, thus
sides might still be present, but dramatically weakened from by helping them sowing discord in their relationships. This
their normal state. It is a great way to mix in monsters or person is bad news!
non-player characters that would normally outmatch the
entire party. It also allows you to drop a lot of immediately Dead Zone
useful valuable things into the hands of the players. For This is an area where something doesn’t work, typically
example, running into another adventuring party that has magical spells. You don’t realize they don’t work until you try
just been massacred allows you to drop useful adventuring to use them. This can be a rude awakening. Dead zones are a
gear without having to come up with an explanation for how great way to make a weak opponent much more dangerous
it got into it’s own isolated room. or create a sense of shock or surprise for the players.
85
The Judge Tropes
86
The Judge Tropes
87
The Judge Good and Evil
88
The Judge NPCs
90
Creating Monsters Randomly
We recommend that you design monsters randomly so that
the players will be surprised. This is a very simply process.
Start with the base statistics block on Base Statistics
the right. This is a monster with only 1
1 Hit Die (d6)
effective hit-die. If that is all you need,
you can stop right here. You can use 1 attack per round
these statistics for simple monsters 17+ Saving Throws
like kobolds. It might pose a threat to 10 Armor Class
a single character one-on-one, but you 6 morale
would need a group of these monsters
Moves by walking
to provide a challenge to the players.
If you need a more robust monster, think about how many
hit dice you want the monster to have. How much damage do
you want this monster to be able to absorb? If you don’t want
to decide that, just roll 1d10 and add that many hit dice. For
every hit die that you add, raise the EHD by 1.
Once you are satisfied, start rolling on the standard monster
abilities table on the right. Keep rolling until you feel like you
have created something that will fit into the environment
that you are using. Remember, don’t design the monster with
the abilities of your players in mind. Design for the world Standard Monster Abilities : d20
where you are placing the monster.
Random Ability Effect EHD
Skinning 1 Accurate +2 To-Hit +1
Once you are satisfied with the statistics, apply a skin to the 2 Breath Weapon 30 ft cone, 1d6 damage +2
monster. Give it a name, think about what it looks like, and 3 Committed +2 morale +1
give it a few unique features like horns or strange body hair. 4 Drain drains 500 XP per touch +3
If the monster has human-like hands, feel free to vary the
5 Extra Attack extra attack per round +3
weapons they are carrying to add detail to the build. It is
assumed that monsters can see in the dark. Removing this 6 Gaze gaze turns to stone +3
feature does not change the EHD. 7 Hardened +2 Armor Class +1
8 Immunity ignore one damage type +1
Try to think of how the monster uses each of its abilities.
For example, let’s say that you have a monster with a breath 9 Lurker +3 to surprise +1
weapon. What kind of breath weapon is it? Don’t just use fire 10 Movement gain a movement mode +1
every time. Throw in a monster with acid breath or breath 11 Poison* damage delivers poison +2
that freezes its victim in place. The table results are just a
12 Quick Strike +2 Initiative +1
starting point for these abilities. Inject your imagination.
13 Regeneration heals 1d6 HP per round +3
You can also use a monster from another dungeon-crawling
14 Resistant Reduce Saves by 2 +1
game and convert them into A&A using these rules. You can
take monster abilities from other games as well, just assign 15 Snatcher +3 to grappling +1
an effective hit-die value based on it’s utility. 16 Spellcasting** 2 Spells per day +3
17 Stealth +5 penalty to notice +1
Reskinning
18 Stench*** 10 ft poison cloud +1
There will be times that you need a monster and don’t have a
lot of time to design one. It is very easy to reskin them. For 19 Terrifying -3 to opponent morale +1
example, you might take the statistics for an undead skeleton 20 Undead immune to status effects +1
and just change it into a zombie. All the statistics are there, * Design a deadly poison to use with this ability
you just changed the packaging. Most players will not notice ** Assume spontaneous caster. Caster Level = Effective Hit Dice
that the statistics for the two monsters are the same. *** Design a weak poison to use with this ability
91
The Judge Treasure
92
The Judge Adjudication
Adjudication
One of the great things about RPGs is that there are none of If the players attempt to do something for which they have
the hard programming limitations of a video game. Players no specific skill, you have two choices on how to resolve it.
can attempt actions that the game designer never anticipated. If you feel that success on the task would reflect back on one
This is only possible because the Judge makes decisions. of the six attributes, then you should have them make an
attribute test. Their odds of success will be based on their
Let’s say that one more time: the Judge makes decisions.
natural prowess in that attribute.
When something occurs that is not precisely covered by the
However, if you feel that anyone would have a roughly equal
rules, you are responsible for resolving it. You must make a
chance of success then you should use the in-six-chances
decision so that the game can move forward. We recommend
mechanic. The default setup is either a 2-in-6 chance or a
that you follow this sequence of actions:
4-in-6 chance. You should use the 2-in-6 for long shots and
➢ Gather all readily available information. Don’t waste 4-in-6 for situations where the chances of success are pretty
time acquiring every possible piece of information. good. Of course, you can create your own odds whenever
that will only slow down the pace of the game and the mood strikes you. Note that there are also many in-six-
cause a lot of frustration and discontent in the group. chances that emerge from racial and class abilities. If you
➢ Imagine what would probably occur in real life if this notice that a player has one of these abilities but doesn’t
was really happening (and magic was also real). realize that they could use it, you may want to point it out to
them so that they have a chance to shine.
➢ Consider the actual intentions of the player, not just
what was said. If you have doubts, ask questions! Creating Statistics on the Fly
➢ Remember that a player character is not just a normal There are going to be times when the players surprise you
and want to move in a direction you did not anticipate. We
person. They are a highly trained adventurer. Give
have tried to support you in these moments. For example,
them the benefit of the doubt where reasonable.
you can randomly generate a monster with a few rolls. This is
➢ Make a decision and move forward as best you can. useful, but we can only anticipate so much. Your table will be
If more information comes to light later on, be open a unique environment and you will need to think for yourself
to reconsidering your decision. in most situations.
➢ Remember that no decision is perfect. Don’t hold As a general rule, we recommend the basic rule of thumb to
yourself up to an impossible standard. You will make favor the average. If you need to make a saving throw for an
mistakes. The challenge is learning from them. NPC but you haven’t generated that value yet, just assume a
value of 17+ (the average person). If you need an armor class,
Throw, Test, or In-Six-Chance?
assume 10. If you need an attribute, assume a 10 or 11. If you
One of the big roles that you play as the Judge is determining need a to-hit modifier, just assume +0 and take the die roll
how to resolve actions. There are three basic paths to follow; as-is. When in doubt, assume no modifier and just roll.
saving/dungeon throws, attribute tests, and in-six-chances.
Of course, use your brain with this. If the players attack the
Saving throws represent innate biological defenses. They are town sheriff, he shouldn’t have an 11 strength. In that case,
established by racial choices. Saving throws are made when you may want to go with a 13 or 15. Use your judgment. It is
something is attacking the physical form of the character: a just generally helpful to start from the average position.
magical spell, a falling rock, a poison injected into the body,
and so on. Getting Inside the Mind of an NPC or Monster
Dungeon throws represent the unique skills used often in The final and perhaps hardest thing to adjudicate is the logic
dungeon environments. They are established by class choices. of a non-player character or monster. What do they really
Dungeon throws are made when the character is attempting think about this situation? This is hard to say.
something proactively: picking a lock, bashing down a door, Keep in mind that every character you control has their own
sneaking past a guard, and so on. limited vision of the world. A monster living in a dungeon
Both sets of throws are one-time-use abilities. Failing the is just that and nothing more. If captured alive, they cannot
throw means that the bad outcome happens. You should not be interrogated about the goings-on in the Ducal bedroom.
allow the player to retry the attempt. For example, if one of When you create inhabitants for your world, consider what
the characters tries to make a traps throw and fails; then the they know. When you act on the fly, it is often best to assume
trap goes off. They can’t go back in time and try again. that any particular character is ignorant of most things. Treat
knowledge like any other resource and keep it realistic.
93
Closing Thoughts
In this book, I have tried to step outside of the bland textbook writing style that dominates the
RPG industry. I have tried to not only provide a game, but a solid philosophical foundation for
better games. I have tried to not only provide rules, but reasons for the rules and insight into
how the rules can be used to make your game experience more enjoyable. I hope that you have
been able to draw inspiration from these efforts.
I am NOT the perfect Judge who runs the perfect game. However, I would like to think that
I am like a coach. I may not be the fastest runner. I may not have the best footwork, the best
aim, or the strongest arm. I do not pretend to bring these things to your table. My goal is not to
be the best, but to make you be the best. All I can offer is the belief that everything I have seen
and done has given me the wisdom to pass this knowledge down to you. I hope you use it well
and I wish you the best of luck.
94
Character Sheet
Player: Race:
Character: Class:
Campaign: Gender:
1st 2nd 3rd 4th 5th 6th 7th Status Weight Exploration Combat Sprint
Character Level:
95
Character Sheet (Continued)
Carried Coin Companions
CP SP EP GP PP Name Type
Abilities
Abilities
Name Type
Abilities
Name Type
Abilities
Name Type
Abilities
Name Type
Abilities
Name Type
Abilities
Name Type
Abilities
Name Type
Abilities
Name Type
Abilities
Name Type
Abilities
Name Type
Abilities
Name Type
Abilities
96
Campaign Sheet
Rumors Towns
Name Size
Notes
Name Size
Notes
Name Size
Notes
Opportunities
Name Size
Notes
Allies
Name Race
Notes
Name Race
Notes
Notes
Name Race
Notes
Name Race
Notes
97
This game is a part of a movement within the roleplaying
game community called the Old School Renaissance or OSR.
This movement looks back at the early versions of the original
roleplaying game and takes a different road to the present
than the one followed by the other iterations of that game.
OSR-style games maintain a focus on survival, exploration, problem-solving
98